I have two meshes that are overlapping together, this supposed to give me a shadow that covers the directional light illuminated from behind these two meshes but there is still a light that passed through in between them, the two meshes behind the chairs have two sided lighting but the floor isnt.
the walls are static lighting and there’s also a back face as well, i tried duplicating the walls and rotating it the otherway then reverse culling the duplicated copy to provide that thickness, bleeding is still visible
Could you show us the lightmap uvs for those meshes that you experiencing the bleeding? /floor, wall/
Your walls/floor… shouldn’t overlap but edge snapped for best results!
But it looks like the one wall is not standing straight on the other… such non-perpendicular angles could be the reason… Maybe you also could put some geometry on the other side to block the light?
ah yeah i tried this just now, kind of a fix really all you need is a higher res lightmap for that mesh behind the walls, and the walls are 90degree angle specifically hehe cheers
Ok, just decided to draw what I meant (crappy mouse art incoming). Not sure of cause if this is your problem, just my guess.
The blue colored pixels on the picture are pixels that could be hit from both sides of the wall. Your wall doesn look perpendicular (when looking from above) to the UVs, as your tile texture isn’t. That could (could!) be the source of your artifacts, but I don’t know enough about your scene (I don’t know whats behind the wall or what the real angles between these two are).