light leaking

The first image is the output the second one the editor, I dont understand why is leaking light because is clear to see that the wall is traspassing the ceiling… any thoughts?


I had a similar issue that was caused by my walls being a plane instead of having depth. Once I made them solid, the issue went away. If your ceiling or walls aren’t solid, you might try that.

Ok thank you i will try that tomorrow at the office but if it is true, what you are saying would be very inneficient with my uvs… that would mean that very large backfaces has to be rendered… maybe im totally wrong and there is a smart way of doing it

Yeah, don’t create huge surfaces. Split them up into nice chunks. Also, for key meshes which have bad leaks, consider changing the lighting parameters for ie from very low to default or medium.

It doesn’t actually have anything to do with thickness as far as I can tell. More like, someone changed the topology or meshes and worked out better for them by coincidence/happy accident.

Should be better when dilation is in.

Thankyou hippo… but do you agree with hemi that walls must be solid? If so what is the best aproach for being efficient ?.And sorry what is ie? Do you mean changing indirect lightmap parameters? I have them on default already…
Sorry if my english is wrong i speak spanish fluently

No I don’t agree they should be solid. That doesn’t make lots of sense to me. Enlighten is essentially a realtime lightmapper with lots of baked data for speed.

I’m just going by this old post from back when I was having issues with shadows doing a similar thing: Light Bleeding Through Hard Edges on Shadow Casting Object - Questions & Answers - Unity Discussions Since then I’ve always added a little thickness to my walls, until this latest project when I was trying to split things up for better occlusion culling and got those light issues. Putting the thickness back in solved it. Maybe there are other ways, but I don’t think thickness adds too much performance drain since everything but the face you want visible will be backface culled and you usually don’t have a vast number of walls onscreen at any given time.

Thanks for the info… i will keep you iformed after i do some testings

That’s actually not the post I was looking for, the one I read gave a technical reason for why it happened and why solid walls fixed it and I think it was written by one of the Unity guys. Enlighten lighting may be different from dynamic shadows in regards to those reasons, but as long as it fixes both of them I don’t really care.