an regarding the irradiance volume yesterday I read the room should be inside the space.
when I do this I get however GI light glow artifacts on the wall (marked with the arrow)
Could you share the file? I think this is specular light leaking but not sure.
Also yes, adding thickness to objects mitigate the shadow map “peter panning” artifact. Contact shadows are here for that reason but they might not work when computing the light cache.
Could you please elaborate on this? Where to find that specularity value to turn off? I believe we are not talking about material specular value (because changing it doesn’t cause any leaks etc.).
As I said changing material specular value doesn’t cause any light leak. Here I set specular to 1 for all materials in the scene and there is no leak. Am I missing something here?
Yep - I’ve the same results. The light’s axis has to be pointed in the examinated meshes edge, though. Type of light doesn’t matter, it gets even worse with the Sun light. Solidifying the mesh does not help either.
Yesterday I was about to make a rough concept visualisation of a building expansion for my client. After some wrestling with light leaks and light blotches, I sticked to a cardboard Sketchup model… Pity…
Shadow maps can be pain to setup, however there are ways to fix it:
-Solidify the meshes
-Shorten the “Clip Start” distance
-Decrease the Bias
-Increase Exponent
-Play with the Contact Shadows if necessary