Lighting an Infinite Mining Game

I am attempting to evenly light excavated areas in my infinite mining game. When an ore is mined, ores are generated next to each face, six in total:

The resulting lighting is far from desirable as there is plenty of bleed around the corners, and shadows cast by surface parts and I don’t even know what:


Outside:

I have tried generating blocks in each of the corners as well, which did provide more consistent lighting, although there is still bleed around the top layer. I would like to avoid as much additional ore generation as possible:

Screenshots were taken with default studio lighting and Future technology.
Any tips would be appreciated. Thanks!

i think voxel lighting has less leaking

If you are always inside the cave, why not move the sun to a geo setting where you cannot see it?

Also have you put a large black neon part outside that blocks the sun rays from the parts so they are in a shadow of it?

You are underground, I think you would need to place something big above the caves so the light won`t go through

first of all, why??

last i remembered, caves usually don’t have any light emitting from within. why not have the player equip a lantern/torch, if not place them? unless you have some specific reasoning in mind for why the caves would be oddly illuminated as such? :man_shrugging:


in any case:

simply turn off all ambient lighting, set colors to black, clocktime to 0, brightness to 0, and there shouldn’t be any leaking. play around with environmentdiffuse as well (probably turn off).

I’m with these comments. You don’t need the sun if you’re gonna be underground, just turn off the lighting.

But also I would add a light object and attach it to the character so then a person can actually maneuver somewhat. Then you can add torches people can place with bigger lighting ranges.

Brightness, EnvironmentDiffuse, and EnvironmentSpecular to 0 solved the issue.