Hi guys!
I have weird light leaking problem here. I use regular stationary point light for lighting a small room which is part of a bigger mesh. But when I increase intensity or attenuation radius of my point light, indirect light starts leaking on opposite side of the wall.
I have whole mesh without any holes except floor. It goes as a different mesh, but still cause same problem which is really weird because it looks like light is leaking thru the seams at the same way as thru solid geometry.
I will also link you to a troubleshooting guide for lighting. If you are still having this issue after providing this information and looking through our troubleshooting guide I will continue to assist you in solving this problem.
Thank you for link, but I’ve read this guide. It is mostly about movable light and I haven’t find answer there.
Also I’ve found some kind of solution by myself. I reduced indirect lightning smoothness and static light level scale. It fixed problem whith leaking on walls. But I still have wrong light on character model. Also leaking on walls comes again when I increase intensity of point light.
2.) Your DxDiag is your computers specs. You can go to your computers Start > and search for DxDiag. You can bring up your systems specs by clicking on the program that comes up after the search and chose to Save All Information. This will save your information as a .txt file and you can link it here.
The answers you found can help with reducing light bleeding.
1.) Do you have a lightmap importance volume within your scene?
2.) Try adjusting your Shadow Bias and and Shadow Filter Sharpen to reduce the light bleed in your Directional Light. Adjusting the shadow bias too low will give you banding. You will have to adjust between the two to find a good setup that fits your needs.