Strange volumetric lightmp behavior

Presently on UE 5.6 with a static lighting project testing out lighting techinques. Currently when baking however, lights seem to show through to the other side of the light source, this even happens in mid air where it couldn’t possibly be caused by bounce lighting. You can see this captured on the spherical harmonics as well.

Are there any solutions for this? Or is this just a limitation of the static lighting implementation in Unreal? And if so how long has it been like this?



If you are using GPU Lightmass, this is because spherical harmonics de-ringing not implemented yet. Right now the only solution is to switch to CPULM.

Nope, this is in CPU LM, I haven’t used GPU LM because of it’s noted limitations.