How do I prevent light bleeding?!

“Force no precomputed lighting” does change it to dynamic lighting. Although, it could be retaining some aspects of baked lighting in the settings, yet not using lightmaps that were generated before the “Force” dynamic action. I think it comes down to testing some settings with respect to the volumetric lightmap, global illumination, and the skylight. There’s shadow and light bias settings, also for directional light, that are specifically referenced in the docs as used to remove light leaking / bleeding. I would go into more detail about what I read, but it probably wouldn’t be comprehensible to you currently. Uncheck “Force no precomputed lighting” to bring it back to baked lighting, and rebuild the lighting. But before rebuilding light, do a few things to start testing:

  • Rebuild all reflection capture probes
  • Click recapture in the skylight, far down its details
  • Reduce the number of bounces for the scene’s indirect lighting to 3 or 4 (to start)
  • Reduce the skylight’s number of bounces to 1 or 2

Then rebuild. See if there’s any reduction in the light bleed / leak after that.

Another question: is there any color bleeding from one or more areas to other area(s)? This really needs to be a procedure for trying / testing, which makes it easier to track what works and what doesn’t. You could change the lightmaps numerous times, and it could still be another parameter or feature that is combining with it to produce the artifacts.