I’ve created a scene.
There is a room’s box placed: 2 meshes (walls+floor).
And only one light source (point type).
I’ve placed the light source in the corner.
And turning it on.
It’s affecting on the part of my model which is completely ‘hidden’ from that light source.
I mean, my light passing through the walls.
I’ll try to be more specific in my case: my light is static and meshes (walls, roof etc…) now have baked textures in “Lightmap” slot.
When I turn on point static light, he shines through the wall.
Assume that it’s not okay. Why it happens and how to solve this problem?
Shadow - is absence of light. In realistic situation you wont have light behind the corner on the left because light photons will be obstructed by wall on the right, that leads to “shadow” on the left.
You can’t do it without shadow, or at least some hacky ways to occlude material, which is not the way I would recommend to go.
If you can’t bake it, but light is static (not moving and not changing range, so not changing AABB), then you can set it to “static” and set shadows render mode to “Once” to make sure it does not renders shadow maps on each loop.
Set model to be static too.
What it does - it will split model mesh based on AABB’s of static lights, preventing too complex shaders that would contain all static lights of whole scene.
Do remember that dynamic meshes will still have to include all lights in the shader of their material.