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First off: the "backface culling" option for materials doesn't seem to do anything.

Second: I got the effect I wanted (almost) by using the Geometry node to mix a Transparent shader with a Principled BSDF using Backfacing as the Factor:

enter image description here

I need to keep the lights inside the rooms "trapped". The light should not be escaping like it is. How can I fix this?

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In your picture, lights look like point. try with out lights and change the color of cubes: picture 1 enter image description here

secondly, add black ground with a material with many roughness: picture 2

enter image description here

And play with cube's nodes

according to me it's the only solution.

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  • $\begingroup$ That is one idea if you want to bake the light, but I am looking for a solution that constricts light. One thing I figured out was duping the mesh for the rooms, scaling it outward slightly, and marking it invisible to the camera (Object Properties -> Ray Visibility). I have done this in Unity before but was hoping for another solution because tweaking the geometry is very fiddly. This works, it's just hard to scale (as in "scalable solution") $\endgroup$ – hatinacat2000 Jul 22 at 9:14

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