Light bleed...

RenderPretenderRenderPretender Posts: 1,041

Hello -

I often encounter light bleed with ambient lights and some UE lights where feet, hands and other human model body parts intersect planes, such as a floor or backdrop. What causes this, and what are some fixes for it? Props such as rugs can help, but it's just a workaround. I'm looking for a solution.

Anyone?

Thanks!

Post edited by RenderPretender on

Comments

  • Richard HaseltineRichard Haseltine Posts: 100,791
    masi3vee said:

    Hello -

    I often encounter light bleed with ambient lights and some UE lights where feet, hands and other human model body parts intersect planes, such as a floor or backdrop. What causes this, and what are some fixes for it? Props such as rugs can help, but it's just a workaround. I'm looking for a solution.

    Anyone?

    Thanks!

    Having a solid space (a stretched cube) rather than a plane will often help. Adjusting shadow bias on the lights might also help if the cause is what i think, but I haven't tried that (and it could have other issues).

  • RenderPretenderRenderPretender Posts: 1,041
    masi3vee said:

    Hello -

    I often encounter light bleed with ambient lights and some UE lights where feet, hands and other human model body parts intersect planes, such as a floor or backdrop. What causes this, and what are some fixes for it? Props such as rugs can help, but it's just a workaround. I'm looking for a solution.

    Anyone?

    Thanks!

    Having a solid space (a stretched cube) rather than a plane will often help. Adjusting shadow bias on the lights might also help if the cause is what i think, but I haven't tried that (and it could have other issues).

    I've tried both without much success. Using rugs or sets that have enclosed (not planar) floors are the only mitigations thus far. It's frustrating because lighting selection is so limited because of this shortcoming.

  • Jim_1831252Jim_1831252 Posts: 728

    Hmm... when you say not planar I think of bad geometry (non-planar), which is obviously not what you mean. I think. It is often better to leave an "air gap" between props, figures, and walls than have them intersecting, which is not always possible. I mostly noticed light bleed when I was using the GI setting with Uberenvironment and pushing up the occlusion distance. I also noticed it when objects protruded through thin geometry when lights were hitting the back-side. What sort of lightts are you using?

  • RenderPretenderRenderPretender Posts: 1,041
    Jim said:

    Hmm... when you say not planar I think of bad geometry (non-planar), which is obviously not what you mean. I think. It is often better to leave an "air gap" between props, figures, and walls than have them intersecting, which is not always possible. I mostly noticed light bleed when I was using the GI setting with Uberenvironment and pushing up the occlusion distance. I also noticed it when objects protruded through thin geometry when lights were hitting the back-side. What sort of lightts are you using?

    The issue occurs with AoA Ambient Lights and UE lights, pretty much exclusively.

  • eric suscheric susch Posts: 133

    It doesn't just happen when things intersect.  I've seen it even when objects aren't touching.

    Create a plane and set it just under the floor or wall.  It will block the light leak.

  • Oso3DOso3D Posts: 15,009
    Dumb question, but did you set the tolerance thingie to a lower cm? I forget the term, I think it's under Shadow and it's normally 1.0, which is too high. Try setting it to .1
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