I have some strong transitions from light to dark in my level and it seems like the bright outside light is bleeding through walls to alter the lightmass inside.
There are like three things wrong here. First up, lightmass nodes are being created inside geometry. Why is that a valid position? Since it’s inside the wall it “sees” all the light from both sides of the wall.
Secondly, correct me if I’m being naive, but the “closest” lightmass should never be from the other side of a wall, right?
And finally, Even when nodes are completely within the dark room they are getting lit somehow…
The answer can’t be that I must either have lightmaps with 4x the resolution (and 64x the render time) of the default setup, or only create hollow two sided walls which are 200 units thick. What am I doing wrong here?
Things I’ve tried:
Shrinking the Lightmass Importance Volume. Outermost nodes are always bright white since they take the average of all light outside the volume.
Increase the LIV. Once the volume is larger than the room all the additional nodes created do not change the issue at the border.
Making walls thicker. See image above for nodes inside wall.
Making the walls thinner. Outside nodes still bright, and apparently no logic to prevent use of lightmass from the other side of a wall, even when the wall is showing an occluding surface instead of a transparent back face.