Light bleeding issue

Hey guys, I’m having a little trouble with this campfire in a drum asset I’ve been creating.

I have a point light inside the barrel, and I want it to cast shadows so that you can see light shone through the holes around the sides. But as you can see in the screenshot I’m getting light bleed through where the walls are solid. I’ve extended the barrel walls into the ground thinking it may have related to the edge of the surface but that amounted to nothing.

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Here’s some details:
The drum is made of two materials : the walls are masked double sided, and the rim and ash at the bottom are a single sided separate material
The light source is a point light, dynamic, because I’m not using baked lights
The fire is a particle system that doesn’t use lighting because I figured I can control that better with higher quality using a single point light including shadows.

Thanks for any help you can provide, I’m obviously quite a beginner still learning the ropes of the engine