About godot OmniLight3D light leakage

I am utilizing the OmniLight3D as the primary light source in my environment, however, I’ve noticed that incorrect light reflections appear on the ground when the light is obstructed by walls. While adjusting the “omni_range” parameter allows me to circumvent this issue, it also means that I cannot adequately illuminate an entire room with just one OmniLight3D fixture.

You need to do one of these things:

  • Enable shadows in the light.
  • Make the wall thicker.
  • Set the light’s Specular property to 0 to disable its reflection lobe.
  • Bake lightmaps with the light set to Static bake mode.
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