Contents
How is indirect light calculated in Eevee lighting?
In cycles, indirect light is calculated as we render. However, in Eevee, indirect light is calculated beforehand. To get indirect light, we use an irradiance volume. An irradiance volume is a grid of points that capture indirect light during a baking process.
How does an irradiance volume work in baking?
An irradiance volume is a grid of points that capture indirect light during a baking process. When the bake is done, the irradiance volume works as light itself and light the scene with the indirect light captured during the bake. At least in theory. The irradiance volume will use the closest point of captured light for indirect light.
How does Eevee measure the irradiance of a scene?
The Irradiance Volume is a cuboid which encases an area of your scene. It is not rendered itself but Eevee can ‘bake’ the contents to measure the irradience (emission) within that section of your scene, applying it to any other parts of your scene within that volume.
Which is the best baking environment for Eevee?
You can see the environment in attached pictures. Following one shows the best baking result so far but not good enough because it still has some artifacts and irregular light on the ground, particularly along the wall with light strip.
Are there any problems with interior lighting in Eevee?
We will dive deeper into some areas and stay shallower in others. The main goal is to get a good starting point for interior lighting in Eevee and to combat some errors we may encounter. The main problem we will encounter when working with interior scenes and Eevee is light bleed.
How to add skylight to Eevee lighting interiors?
To add some skylight to this, go to your world settings and instead of adding an HDRI to light the scene, stick with a background color to fill the scene with ambient light. For instance, tint the color towards a light blue and set the strength to somewhere around 4-10 to simulate some skylight.
Are there any artifact problems with VSM lighting?
VSM may have artifact problems when “high bit depth” is inactive. Lighting from the inside is usually not a big issue and seldom lead to lighting artifacts so if you can keep all lights within the room that will probably be a painless experience. The problems start when you try to light a scene from the outside.