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Spot light shines through geometry

View attachment 87025
I used a 12W 'spot' light and a 1.5W 'point' light per lamp in the hangar for this exact problem. Very low power point lights do not seem to have nearly as much of the light leak issue so I use them to provide ambient illumination and to give emissives a colored light cast.
I’ve been setting up interior lights in the past few days and I ran into the same issue, the outside of my roof getting lit. For your many point lights that you use to show the bulbs, did you figure out how to make them using arrays? I spent hours trying to get an array of lights using the parenting to a vertex method, only to see that this gives me a fatal error message in the SDK. So I scrapped the array and I used a bunch of linked duplicates.

I ended up using mostly Asobo’s SDK lights and I point some of them upwards at specific angles to illuminate the underside of the roof. I can’t prevent the bleeding and the glass really attenuates the light so your lights have bright, it’s not idea. I might try the emissive or baked texture idea, maybe make my roof underside texture glow at night I guess.
 
I’ve been setting up interior lights in the past few days and I ran into the same issue, the outside of my roof getting lit. For your many point lights that you use to show the bulbs, did you figure out how to make them using arrays? I spent hours trying to get an array of lights using the parenting to a vertex method, only to see that this gives me a fatal error message in the SDK. So I scrapped the array and I used a bunch of linked duplicates.

I ended up using mostly Asobo’s SDK lights and I point some of them upwards at specific angles to illuminate the underside of the roof. I can’t prevent the bleeding and the glass really attenuates the light so your lights have bright, it’s not idea. I might try the emissive or baked texture idea, maybe make my roof underside texture glow at night I guess.
Unfortunately I was never able to get arrays or instancing to work with lights, I believe its a limitation in how gltf's are exported that each light needs its own origin. I just setup the parent lights how I wanted and then copied them across to every lamp. For these lamps their origin is roughly where the bulb would be with the spot light pointed straight down and the point light at very low power. The combo seems to work well.
 
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