Strange light coming out of the floor and ruining my scene

I have some strange lightning coming out of the floor of my scene. It looks like ■■■■ and it effects all moveable and stationary objects. All Static objects don’t recieve it, but it looks horrible on doors (they can be opened/closed and need to be moveable). There are no lights placed on the ground or anywhere that can do this.

It drives me nuts, there is ABSOLUTELY NOTHING that can cast those lights.

I can not explain why this is happening, but it looks like ■■■■ and ruins everything. 30 hours lightmap building and all dynamic objects are wrong now. Great. Even the basic cubes shade like ■■■■. I do not understand this. Where is that coming from???

As it only appears on non static objects, can it come from the Volumetric lightmaps that give dynamic objects their GI? Are you using a Lightmass Importance Volume? Can you show the volumetric light samples (viewport → show/visualise/Vomuetric Lightmap), maybe they are going crazy.

Are you using a cubemap?

This may or may not be relevant, but I found weird lights appearing when my skylight resolution wasn’t high enough. I have no idea why this happens, but it does-- artifacts appear as sources coming from various angles. You might want to at least check and see if upping this resolution will do anything, just to mark off the possibility.

The cubemap resolution? Or do you mean something else?

Really no idear. I changed the cubemap size, but now things are worse as well. No shadow at all whatsoever. And the hole object is now lit from buttom to top!

Getting worse ervery build. :frowning:

Any idears anybody? It gets worse and even more worse. Every time I build lights it gets worse. Even if I don’t change the settings at all and build it again. It looks worse than the build before. :frowning: Now the problems are even bigger. please help.

Anybody?

Delete lightmass cache? Try without the grey cubemap?

Thx, I’ll build without cubemap now and will report.
But when I set “Force No Precomputed Lighting” to 1, doesn’t that mean, that precomputed lights are in lower in quality?

“Force No Precomputed Lighting” forces 100% real-time light. I meant that you should empty the cache of lightmass

The problem must be something else. There is some object I have to move down, but I don’t know what it is.

Could it be that if you move the cube up he just discards the baked lightmap and switches to real-time lighting? Or have you also baked light for the moved cube?
On the other side, my logic says if you have to move 27k objects up (by the way that sounds insanely much), you maybe just have to move something down. Like a lightmass importance volume or something else… just a guess. Maybe upload the scene?