How do I stop this light from bleeding through the wall?

So i DO NOT know enough about lighting…that is for sure…so please help.
most of my lights have been set to dynamic because for some reason it looks better than static lights?? I don’t really know why… but if the light is dynamic it bleeds…if I build and it’s set to static as you can tell in the first pic it does not.
The light is a little ways below the floor… there is another floor below.

I’ve adjust the thickness of that wall…but it’s still not working…

Can someone tell me if it’s possible to keep the light dynamic and stop it from bleeding?? or is there something else I should know?

A few things I can think of

  • The light below the floor has to be set to cast shadows
  • The light will likely only cast shadows if the floor is solid or there’s a ceiling beneath the floor to cast upwards shadows
  • You can adjust the shadow bias (extra parameters under light) to affect how far the light should be allowed to bleed through objects (this is needed to reduce shadow acne - a weird dotty effect). It defaults to 0.5 and lower values make it bleed less – but it doesn’t look like that’s what’s happening here.

Knowing a little more about the light parameters and level set up could help.

Baked lighting can look very good, though – you can get realism using e.g. radiosity that the dynamic lights lack. But to get the most out of baked lighting you need to understand more on how it works – make good lightmap UVs for your meshes and set up the lightmap resolution appropriately. And bake using higher quality baking (available in the build settings - the default bake quality is preview and you want high or production).

Honestly after I made the light cast shadows it definitely worked. :slight_smile: so thank you. The level is similar to a house look…I find myself with other issues from time to time…Once again and I using all dynamic lighting because… well…i never get a good like out of static lights.
I’m sure there are things I’m doing wrong…I’m very knew but I really appreciate the insight! The shadow bias is something I’ve never played with…this may help me a lot as well with understanding how everything works…
I do understand the light map resolution to an extent. Every once in a while I’ll get a wall that is totally emissive almost…for no reason in a dark room./…I can never understand what’s happening there… when All lights are turned off it remains a little emissive…and this is a wall just like others with the same material…granted it is a different mesh carved from a different BSP box it is the same in most ways.

THANKS!!