Light leaking
Light, usually bounce or sky light, appearing where it should be blocked, such as through thin walls or into sealed rooms; caused by GI methods that sample the scene more coarsely than the geometry.
Light leaking is light showing up where geometry should block it: a bright seam along the base of a wall, a glow on the inside of a closed room, sky colour in a cave. It almost always comes from global illumination that samples the scene more coarsely than the walls it is lighting. Unity's HDRP manual gives the typical cause: leaks "often occur when geometry receives light from a Light Probe that isn't visible to the geometry" (High Definition Render Pipeline manual: Fix issues with Adaptive Probe Volumes).
#Why it happens
Every real-time GI method simplifies the scene: into probes on a grid, voxels, distance field cells or lightmap texels. When a wall is thinner than that spacing, samples on both sides of the wall end up blended together.
How each system leaks:
- Probe grids. Unity's Adaptive Probe Volumes "use regular grids of Light Probes, so Light Probes might not follow walls" (High Definition Render Pipeline manual: Fix issues with Adaptive Probe Volumes). With default spacings of 1, 3, 9 or 27 m (High Definition Render Pipeline manual: Understanding Adaptive Probe Volumes), a 20 cm wall falls between probes easily.
- Distance fields. In Unreal's Lumen, "Walls should be no thinner than 10 centimeters (cm) to avoid light leaking", and distance fields "cannot represent extremely thin features" (Unreal Engine Documentation: Lumen Technical Details).
- Limited ray distance. In enclosed, cave-like spaces, Lumen limits how far rays travel for performance, so a missed occluder lets light through (Unreal Engine Documentation: Lumen Technical Details).
- Voxels. Godot's VoxelGI documentation warns of leaks after baking and that raising Bias or Normal Bias too far makes "light leaking ... more pronounced" (Godot Engine documentation: Using VoxelGI).
- Sky light indoors. Without an interior setting, reflection probes and GI can pull ambient light from the sky into rooms (Godot Engine documentation: Reflection probes).
#Fixes by engine
| Engine and method | Fixes | Source |
|---|---|---|
| Unreal Lumen | Walls of at least 10 cm; raise Lumen Scene Detail, Max Trace Distance and Lumen Scene View Distance for enclosed spaces; check window meshes closely | (Unreal Engine Documentation) |
| Unity Adaptive Probe Volumes | Virtual Offset moves invalid probes out of colliders; Dilation; Leak Reduction Mode; Probe Adjustment Volumes; denser Min and Max Probe Spacing | (High Definition Render Pipeline manual) |
| Godot VoxelGI | Make sure "level geometry is fully sealed"; thicken thin geometry or add a hidden static primitive inside it before baking; enable Interior indoors; keep Bias low | (Godot Engine documentation) |
| Godot reflection probes | Enable Interior so ambient light is not taken from the sky | (Godot Engine documentation) |
Unity notes the limits: a Probe Adjustment Volume "solves most light leak issues, but often not all" (High Definition Render Pipeline manual: Fix issues with Adaptive Probe Volumes).
#Modeling habits that prevent leaks
- Give walls real thickness. Model interiors as closed volumes rather than single planes. See modular kits and grids and metrics.
- Close the backs. Rooms that are only ever seen from inside still need outer faces for GI; Epic notes that one-sided meshes can show artefacts when seen from behind (Unreal Engine Documentation: Lumen Technical Details).
- Seal the level. Godot's advice applies everywhere: keep geometry "fully sealed" (Godot Engine documentation: Using VoxelGI).
Related: baked vs. dynamic lighting, lightmap UVs, real-time lighting.
#Further reading and watching
References
- · Fix issues with Adaptive Probe Volumes (HDRP 17) · High Definition Render Pipeline manual, 2026 · docs · accessed 2026-10-21
- · Understanding Adaptive Probe Volumes (HDRP 17) · High Definition Render Pipeline manual, 2026 · docs · accessed 2026-10-21
- · Lumen Technical Details · Unreal Engine Documentation, 2026 · docs · accessed 2026-10-21
- · Using VoxelGI · Godot Engine documentation (source on GitHub), 2026 · docs · accessed 2026-10-21
- · Reflection probes · Godot Engine documentation (source on GitHub), 2026 · docs · accessed 2026-10-21
- · Lumen brings real-time global illumination to Fortnite Battle Royale Chapter 4 · Unreal Engine Tech Blog, 2023 · article · accessed 2026-10-21
Pages that link here
- Modular kits Topic
- Real-time lighting Topic
- Light probes and reflection probes Key term
- Ray tracing Key term
- Mesh distance fields Key term
- Shadow bias and shadow acne Key term
- Exercise: a modular room Exercise
- Exercise: lighting one scene four ways Exercise
Last updated 2026-10-22