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Lightmap leaking through double sided geometry

Hey all, I’m currently wrapping up a scene and I need to light it with a point light which simulates a light bulb.

I have a light shade mesh, and a light bulb mesh. Bulb is using an emissive material to simulate its glow with a point light below it. Is this the typical way of creating a lightbulb in UE4?
My problem is that I have added a point light however when I build the lightmaps its illuminating the light shade, I think the lightmaps are pure white. You can see it in the image below. I want a semi translucent lightshade which simulates the light diffusion of a physical one. Any pointers on how to achieve that would help.

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Any ideas? Still struggling :frowning: