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Document SDFGI sharp reflections only working on opaque materials
Transparent materials only use rough reflections, likely for performance reasons.
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@@ -227,3 +227,7 @@ illumination appearance will be correct once the camera gets closer. However, if
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a nearby object with a bake mode set to **Static** or **Dynamic** is moved (such
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as a door), the global illumination will appear incorrect until the camera moves
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away from the object.
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SDFGI's sharp reflections are only visible on opaque materials. Transparent
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materials will only use rough reflections, even if the material's roughness is
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lower than 0.2.
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@@ -466,3 +466,5 @@ If you want the lights to add together, add the light contribution to ``DIFFUSE_
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Transparent materials also cannot cast shadows or appear in
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``SCREEN_TEXTURE`` and ``DEPTH_TEXTURE``. This in turn prevents those
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materials from appearing in screen-space reflections or refraction.
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:ref:`SDFGI <doc_using_sdfgi>` sharp reflections are not visible on transparent
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materials (only rough reflections are visible on transparent materials).
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