Here is the scene setup which I will explain further: ## Heading ## What you see in the screenshot above:
- Lit in yellow is the irradiance volume
- You see a circle of lights that can be switched between spot and point with one button. These lights are in the big box for indirect light. You see a small cube on a floor and there are some open walls around the floor.
- The big cube, use for indirect lighting and doesn't have to be necessarily part of the final render.
- Lit in yellow is the irradiance volume.
Scenario
When I set all lights to spot, the walls of the big box are not so much lit, and when I take a look inside the small box, it's pretty dark in there. Just a little or no light leak.
But when I set the lights to spot, the walls of the big box will be fully lit and when I take a look after baking, it is quite lite inside the small box.
Question
Is it normal? It doesn't look like light leaks but it is quite light in there like ambient light. Here two screenshots of what you see inside the box. The first is baked indirect with spotlights, and the second with point lights.
Specifications
Here some specifications of the settings;
bpy.context.scene.render.engine = 'BLENDER_EEVEE'
bpy.context.scene.eevee.taa_render_samples = 256
bpy.context.scene.eevee.use_gtao = False
bpy.context.scene.eevee.use_bloom = False
bpy.context.scene.eevee.use_ssr = True
bpy.context.scene.eevee.use_ssr_halfres = False
bpy.context.scene.eevee.ssr_quality = 1
bpy.context.scene.eevee.ssr_max_roughness = 0.5
bpy.context.scene.eevee.ssr_thickness = 0.2
bpy.context.scene.eevee.ssr_border_fade = 0.075
bpy.context.scene.eevee.ssr_firefly_fac = 10
bpy.context.scene.eevee.shadow_method = 'VSM'
bpy.context.scene.eevee.shadow_cube_size = '1024'
bpy.context.scene.eevee.shadow_cascade_size = '1024'
bpy.context.scene.eevee.use_shadow_high_bitdepth = True
bpy.context.scene.eevee.use_soft_shadows = True
bpy.context.scene.eevee.light_threshold = 0.01
bpy.context.scene.eevee.gi_diffuse_bounces = 3
bpy.context.scene.eevee.gi_cubemap_resolution = '512'
bpy.context.scene.eevee.gi_visibility_resolution = '32'
bpy.context.scene.eevee.gi_irradiance_smoothing = 1
bpy.context.scene.eevee.gi_glossy_clamp = 0
bpy.context.scene.eevee.gi_filter_quality = 1
bpy.context.scene.eevee.gi_cubemap_display_size = 0.3
bpy.context.scene.eevee.gi_irradiance_display_size = 0.1
bpy.context.scene.eevee.use_overscan = True
bpy.context.scene.view_settings.view_transform = 'Filmic'
bpy.context.scene.view_settings.look = 'Filmic - Base Contrast'
bpy.context.scene.view_settings.exposure = 0
bpy.context.scene.view_settings.gamma = 1
Settings for irradiance volume;
Distance: 2m Fallof: 0.00 Intensity:0.75 Resolution: all on 4 Clipping Start: 0.01 End: 40m
visibility: Bias: 1.00 Bleed bias: 0 Blur: 0.2 Visbility collection: N/A
Settings for light: Shadow: Clip sstart 0.1 Softness: 1.00 Bias: 0.2 Exponent: 2.5 Bleed Bias: 0.5
Contact shadows; Distance 0.6 Softness: 1.5 Bias: 0.02 Thinkness: 0.2