How can I stop light leaking on my rocks?

I have this problem in my cave scene:

The blue light is coming from a skylight I have in the scene, so that is fine, but as you can see there is an issue with light leaking up the bottom of the rocks. I am using the default skydome (created when you first create the level) and have it set to night time, so light is coming up from the bottom. The rocks are static meshes and the flat is a BSP brush.

My first guess might be UVs, but I am still kind of a beginner, so it is just a guess. I used planar mapping and spherical mapping on different rocks to experiment and it didn’t really make a difference; light still leaks. There is no cracks, but the BSP brush actually goes inside the mesh, if that has any effect.

Any ideas on fixing this?

Hello PGS,

normally polygons are one sided, so if there is nothing on the other side of a mesh, light can shine trough.
The best way to prevent this is to en-capsule the cave with either a mesh or some bsp.
That way no unwanted light can get trough.

I think that is the case in this scenario.
As for the uv’s, yes, you would need to learn how to properly unwrap your meshes, but it shouldnt affect the light bleeding too much. (though, it can generate ugly lightmaps)

Fixed it by adding a rather large BSP brush under the cave so the light hits it and stops. Thanks! :slight_smile:

No problem :slight_smile: be sure to accept the question as answered, somewhere next to the answer I posted.

Take care :slight_smile: