render.hd.user-rt-static
HD's ray-traced paths (reflections, global illumination, ray-traced shadows through a cut-out) see a drawn user family as a bake made once when its materials register: its surface() at time 0, instanceRandom 0.5, white vertex colour, no wind and a flat card facing the viewer, 256x256 texels by default. Once per family, when its source reads one of those inputs (in.time, in.wind, in.instanceRandom, in.viewDir, in.screenUv, in.frontFacing, in.worldPos, in.objectPos, in.normal, in.tangent, its whole input passed to a helper) or the header declares per-entity floats (they bake at the header defaults); the line names them. Raster draws the live surface, so reflections of a family that animates or varies per entity show its frozen look
| Severity | warning |
Meaning
HD's ray-traced paths (reflections, global illumination, ray-traced shadows through a cut-out) see a drawn user family as a bake made once when its materials register: its surface() at time 0, instanceRandom 0.5, white vertex colour, no wind and a flat card facing the viewer, 256x256 texels by default. Once per family, when its source reads one of those inputs (in.time, in.wind, in.instanceRandom, in.viewDir, in.screenUv, in.frontFacing, in.worldPos, in.objectPos, in.normal, in.tangent, its whole input passed to a helper) or the header declares per-entity floats (they bake at the header defaults); the line names them. Raster draws the live surface, so reflections of a family that animates or varies per entity show its frozen look
Fix
nothing to fix if the frozen look is acceptable in reflections; keep the surface's pattern in uv and params to have rays see it exactly