Occlusion culls lights near walls/colliders.

We use dynamic lighting and occlusion culling in our game. However, lights placed near walls (within 0.1 meters or less) are often culled out because the “smallest hole” threshold is set to 0.1. Is there any way to make the lights ignore occlusion, or use a volume to tell whether to occlude them.

Our lighting artist would also like to be able to place a light behind a wall, because it often looks better (because the light emits from a point, while the light object is not a point).

Do we have to choose between lighting flexibility or occlusion, or is there some setting or flag on a light that I’m missing?

Thanks,
Luke

(PS. Couldn’t tag this with occlusion or occluders for the post, that would be useful.)

Hi,
do you have the light set on static occluder, and occludie?