# render.hd.user-rt-static

> Talos 0.7 · Since 0.6

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
