Before I start, I am using Blender 3.0 with Eevee. I am familiar with creating Irradiance Volumes and Reflection Cubemaps to bake light into my scenes via Emission materials. What I am currently trying to do is apply this same process using HDRI images from Polyhaven. When you bake lighting, it generally stays within your scene’s probes. However, when I tried this with an HDRI, it bakes the lighting into both the probes AND outside of it. The area I want the lighting looks good, but the area outside (where there shouldn’t be any light), is actually double the strength, and even disconnecting the HDRI from the World Output doesn’t get rid of it after the bake is complete. Maybe this is a noob thing I’m missing, because I’m not claiming to be an expert by any stretch of the imagination. Can anybody help?