As a roblox developer it’s sometimes hard to make building interiors/dark areas look the way you want because of voxel/lighting issues. Especially when the solution is just “make the walls extra thick”
Here’s an example of a building with some pretty bad light-bleed on FiB
Here it is “fixed” the traditional way - making stuff extra thick (which in some games can cause annoying gameplay artifacts, ex: a physics-based game or some scenario where you try to get reasonably-thick walls)
Here’s the problem.
Original building exterior:
“fixed” shadows exterior. Obviously I could polish this and make it less jagged but you can clearly see how thick I need to make these parts to get rid of light bleed.
What I suggest is a light-density setting per-part of some sort. If I could tell the rendering engine that my thin wall should actually take up the voxel-space of a thick-wall that would help quite a bit. This could introduce new artifacts with shadows appearing a bit larger for some parts, but that seems like well worth the optional trade-off.