Can help, yeah https://geom.io/bakery/wiki/index.p...oduces_scattered_bright_spots_.28fireflies.29 Still a hacky solution IMHO. Disabling the shadow would unnaturally brighten the floor and all occluded table/chair faces. Your scene seems to be more or less realistic-looking, so I'd think in terms of real-world lighting approaches. For example, you can just increase light size. Larger the light -> faster the shadow will get blurrier. Uhmm? CUDA is NV-specific. Perhaps you can split your scene into sectors and bake them one by one? https://geom.io/bakery/wiki/index.php?title=Partial_scene_baking - It seems like OptiX6 does the best denoising job with these textures. Make sure it works with standard shaders, then the problem is only limited to your shader. - On your screenshots it looks like your alpha meta pass outputs scaled UVs? Perhaps the noise is too large? Try tiling it more. Additionally, try increasing this value: It can also be possible that your noisy objects take very little UV space, even at maximum lightmap resolution, in which case try increasing their Scale In Lightmap. Are you sure? Can you drop me an FBX? Will check it. Hmm. Can you try setting GI VRAM optimization to Force OFF? https://geom.io/bakery/wiki/index.php?title=Manual#GI_VRAM_optimization Also 300 lightmaps sounds simply a bit too much. Perhaps you can split the scene into multiple sectors and bake them separately? Yeah just got the latest Better Lit and it doesn't seem to work with Bakery options (in URP as well). Will check it with Jason.