How to reduce the LPV brightness close to objects

I’m currently trying to make use of dynamic GI for my game, but so far it hasn’t been working too well due to one specific reason. The issue is that the voxels closest to the surfaces bouncing light are far too bright compared to the rest of the global illumination, which is more diffused (what I want). I am able to temporarily visualize the desired effect I want by disabling the “Dynamic Indirect Lighting” option, as it fades out the brighter voxels first when doing so. Attached is a picture showing what I mean.