See the gif and pic. I have a corridor and room. Outside them is a directional light and far as I can tell, baked or not, that light goes through the walls. This isn’t supposed to happen right? I put a box around the area toggled two side lighting on the mesh but nothing works.
There’s a number of different, potential causes of a directional light leaking. It’s best to provide more information about the scene in regard to the specified problem. Here’s some info to upload screenshots of:
Directional Light settings (all its basic settings, and all settings under Lighting). Don’t need to include Cascaded Shadow Maps, Distance Field settings, or the other settings further down the details panel.
Post Process Volume settings (include all enabled GI settings, enabled Exposure settings, any Color Correction settings if they’re enabled, and the “Post Process Settings” dropdown such as Blend Radius, Blend Weight, Unbound, etc).
Skylight settings (include everything up top and under Lighting). Another user I just read had a similar issue with the interior of a dark room becoming lit when it should be black. An experienced user replied that it may be the skylight due to it using cubemap to light everything. The cubemap takes every mesh / material into account and mixes it in the cubemap to light things, so it can potentially cause over-brightening of certain meshes / areas.
Hey… more basic then this.
if the mesh is one sided with a one sided material the engine has nothing to tell it to “stop” the light.
if you use a double sided material you may get “leaks” at the edges.
if you use full manifold geometry you usually get no major lighting issues.
how to use manifold geometry can anyone describe