Indirect lighting question (problem?)

Hello everyone!
I’ve started building a level in my project and i’ve got this issue with lighting a interior scene using directional light.

I’ve turned world’s settings Indirect Lighting Scale to 0.5, quality to 5 and smoothness to .75, changed lightmass resolution on my wall mesh (i’m using the one from Realistic rendering demo) to 512, build scene with production lighting and still got this weird bleeding through mesh connections.
Weird thing is that it occurs only on the walls deep into the room, the ones close to the window looks fine.

What am I doing wrong? I’m digging into this problem for few days and cant find any good solution (changing indirect scale and quality helped but not fixed the problem entirely). I’ll be very appreciated for any help. :frowning:

Indirect lighting causes that effect so the things that receive it the most will have the biggest issues. In your case, there’s no reason to construct a wall that way, you could take a single mesh and scale it to the size of the whole wall and it wouldn’t have seams like that.

Oh! So i will have to “override” it? Means, this is a “normal” effect?