Stationary lights bake indirect lighting and shadowing, so the back wall is probably appearing lighter (as if the light was moved closer) because the light is no longer movable, which would create dynamic indirect lighting for it. Same for the orange mesh. You would think it’d stay the same, with a bit of margin of error perhaps. But the idea of baked lighting is it stores the lighting in lightmaps, whereas the remainder is stored and interpolated in the volumetric lightmap samples. In fully dynamic lighting, there is no lightmaps, or the lightmaps are barely used at all, or they’re used differently…I don’t know which, lol. It’s an advantage to parameterize even the diffuse map / color / term of the material, since Lightmass and the VLM (volumetric lightmap) picks up color and light in the diffuse term according to its value and re-casts it. It’s at a fraction of the initial direct cast or first/second… bounce, so if the diffuse value in Base Color of the material is low (0.1, 0.25), then the bounced lighting is going to be far lower even if it’s only squared (0.1 ^ 2 = 0.01). 0.01 of the previous light bounce is distributed in the scene / area. So, obviously there certainly are differing calculations / interpolation for dynamic vs. static / stationary.