Light Leakings at meshs intersections

Hi, I’m experiencing some light leakings in my scene and I know that it is a know issue, I already went several posts about it.

But none of the answers seem to correct the problems. I’m joining some screenshots

To describe a little more my scene, I’m making an architectural visualisation of an apartment. I have 1 directionnal light and I am using several pointlights (static mobility) to add enlighten the rooms.

Here are the settings I tried:

  • Adjusting lighmap resolution to 512 - I don’t see the point going further than that
  • The meshes double sided
  • Shadows double sided
  • Tweaking Indirect lighting smoothness to 0.6
  • Tweaking Static level Scale to 0.75 and to 0.5

with no success

I finally noticed that the pointlights are making the leaks appear after some tries.

The best results (less leaks) are with those settings:

  • Static level Scale : 1
  • Lighting quality : 4
  • Indirect Lighting smoothness : 1

I actually don’t know what to try now, my last hypothesis is that maybe my meshes are too thin and let pass light through them.

Are pointlights the best solution to enlighten a room without sunlight?

If anyone has any advice or clue, that would be really appreciated. :slight_smile:

Thanks.

Just to check - have you tried the following? (they’re mentioned in your links but worth double checking as you don’t specifically mention them above):

  • snapping LM UVs to a grid size relative to your texture size
  • using padding (including at edges of of the UV space)
  • using a LightMass Importance Volume
  • using Production Quality (only setting that stops leakage)

Failing those I read that it’s best to separate ceiling /floor areas per room so you can segregate lighting areas. The other factor is the static lighting scale but you’ve already tried that.