light propagation


After rendering, when in game mode with eye adaptation activated, I usually get light propagation problems on modular walls and other related meshes (properly uv’d) located in dark areas :

What would be the best way to deal with this issue ?

  • increase the lpv bias mutlplier of those objets ?
  • make a bigger mesh (less modular elements) ?
  • add light importance volume in dark places ?
  • increase the lightmap of those objects (it’s a thing I’d like to avoid to keep render times reasonnable)

Thanks a lot for any help !