Future Lighting causes light bleeding when you move away

Reproduction Steps

CPU: AMD Ryzen 9 7950x 16-Core Processor
Memory: 64 GB 6000 MHz
GPU: NVIDIA GeForce RTX 4090

Expected Behavior

Lighting shouldn’t be bleeding light and have consistent lighting when moving away from the source

Actual Behavior

Video: Roblox Developer Forum Bug Report [Future Lighting] - YouTube
When you move away in studio or in an actual game, light bleeds through from other sources even though they should be blocked by thick walls.

Workaround

Changing the material, the material variant, or the part thickness does not yield a desired result.

Issue Area: Engine
Issue Type: Display
Impact: Very High
Frequency: Constantly
A private message is associated with this bug report

3 Likes

what is the graphics quality level? it looks like when this happens the lights are out of shading distance thus falling back to voxels. we are investigating ways to improve such cases but that is part of bigger project

2 Likes

it is happening on editor quality level 21

Its very normal you would just have to deal with it.

But this appears to be for objects very close to the camera, far too early for it to fallback to the voxel system.

try making the part thicker. if that fails then adjust the shadow softness

But, that’s not the problem? The problem is that it’s switching to the voxel system too early, and nobody should have to sacrifice creative intent in order to prevent obnoxious lighting bugs.

That has nothing to do with the issue? Please, read what you are responding to fully before posting your reply.

1 Like

Has there been any update on this? It’s been more than a year.

1 Like

Hi @firsttobebear!
This is an inherent limitation of our lighting system and the way we do scaling today. I’ll close this ticket since we’re not treating it as a bug, but we know that this is a pain point for many developers and we’re tracking this issue in our list of feature requests.

We’re working to improve light leaking issues in general as well, but these efforts are very complex and will take time before they make their way to production.