Are there any problems with interior lighting in Eevee?

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.

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 is Eevee not a raytracer like cycles?

Eevee isn’t a raytracer like Cycles – lights, reflections, shadows, etc. are effectively ‘faked’ in order to sacrifice quality for speed. This means that you can get lightening fast renders but does require some ‘pre-setup’ in order to get the desired results – by way of light probes.

Where do I Turn on ambient occlusion in Eevee?

In the properties panel, go to render settings and turn on Ambient Occlusion and Screen Space Reflection. In the screen space reflection, tick the box refraction if you are planning on using glass shaders and remove the checkbox “half res trace” if you have a mid to high-end graphics card and your scene is not too complex.