# How do I stop HDRI light going through my object?

I don't have any lights in my scene only an HDRI. The light of it goes through my object who has a whole in it and I can see everything inside as I would have a light in there. Obviously it's weird because there is not light inside. There are some tutorials explaining how to play with the shadows of lights, but how do I play with the shadow of an HDRI? Thank you for your time.

I'm sorry I was wrong about it. Only in Eevee is happening not in Cycles. I attached a link with a simple cube to show you what I'm talking about. Just an HDRI in the scene, no other lights. enter link description hereAny suggestions how I can make it in Eevee not to show the light inside... besides changing the material color :-). Thank you.

• Are you using Cycles or Eevee? The object should cast shadows on itself with Cycles, so the effect that you're describing shouldn't happen. Can you add a screenshot of your mesh in wireframe mode? Dec 11, 2019 at 8:58
• The same in both Eevee and Cycles. Just take a cube make a whole in it not too big, add an HDRI to the environment and turn off all the lamps in the viewport and render. If you add a light color material inside the cube it is showing it as you have a 1000 W point lamp inside. Obviously it shouldn't be that way because in reality you can't see through that hole no matter how bright the light outside is. An HDRI it's supposed to resemble the outside natural light when set up as environment texture but its light goes through the objects in the scene. Of course it does, it's virtual reality, right Dec 12, 2019 at 13:19
• There are a lot of reasons why this could happen, without screenshots or you project file we can't help you. Also make sure that your lights are actually hidden in the render and not just the viewport (restriction toggles) Dec 12, 2019 at 14:20

In the basic example below, you can see that after setting an Irradiance Volume and Baking Indirect Lighting (under Render Properties), low res shadows start to appear inside the cube. Playing around with multipls Irrandiance Volumes and their resolution and other aspects might help but in general, stick to Cycles for true GI.