[SOLVED] Light leaking through solid geometry walls

Hi all.
I have encountered this problem where I have noticed that point lights and sport lights leak light through solid geometry.
My question is, does anyone know how to fix this and prevent light from passing through walls etc?
Here is a sample scene and on the left you will notice light going through.

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Are you using Shadows. This will definitely happen without them

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Yes I am using Shadows.

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I’m guessing the point light colors the texture based on the distance and doesn’t cast rays to check for obstructions.

My suggested work-around would be to set the radius to a smaller amount. And use ambient light if the room gets too dark.

Looks to me like the walls aren’t casting any shadows at all. Are they set to cast or only receive shadows?

Either way, it’s important to remember that lighting will happen on every surface and then shadows come and paint gray on top of that. Nothing is doing any ray tracing. In 3D graphics, (certainly with forward rendering) lighting and shadow are two different things.

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Thank you so much for highlighting this out for me, you were correct, the walls only had shadowMode set to “Cast” like the first image. As soon as I changed the shadowMode to CastAndReceive the light behaved correctly like in the second screenshot.

Correct image:

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