emission lights not working as needed in eevee





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$begingroup$


I have this scene that is finally starting to come together but I can't get the lighting to work properly. This is what it looks like in the viewport:



Viewport, solid-view



I know the dome needs to be optimized.



This is what it looks like in Evee:



Viewport, Evee render



The only lights in the scene are emission objects on the windows.
I also have an environment texture that I am trying to use for "HD reflections". As long as the environment texture is plugged-in, the lightning is the same no matter how many, how few, or how high/low I set the emission shader:



w/window emissionsw/o window emissions



If I unplug that environment texture, the scene is completely black (except for emission objects) no matter how high I turn up the emission shader:



The emission is turned up to 10,000 here, I think



I have ambient occlusion turned off.



The blender file is attached (or would be, if I could find the "attach" button (where'd that thing go?). Can somebody take a look at my settings and help me figure out how I can get my emission lights to be usable? As it is now, I can't use them to properly illuminate the scene. Thank you for your assistance.










share|improve this question











$endgroup$












  • $begingroup$
    please use blend-exchange.giantcowfilms.com for attaching .blend files and make sure you have all the required textures included.
    $endgroup$
    – rob
    3 hours ago










  • $begingroup$
    "error uploading". Also, I have 133mb of texture files in a zip, what can I try
    $endgroup$
    – hatinacat2000
    2 hours ago












  • $begingroup$
    All my textures are 4K, made in substance designer (I was planning to downsize as needed). Any ideas on why the upload for the .blend file is failing? it's only 1.7mb. Could it be b.c. it is version 2.8?
    $endgroup$
    – hatinacat2000
    2 hours ago


















2












$begingroup$


I have this scene that is finally starting to come together but I can't get the lighting to work properly. This is what it looks like in the viewport:



Viewport, solid-view



I know the dome needs to be optimized.



This is what it looks like in Evee:



Viewport, Evee render



The only lights in the scene are emission objects on the windows.
I also have an environment texture that I am trying to use for "HD reflections". As long as the environment texture is plugged-in, the lightning is the same no matter how many, how few, or how high/low I set the emission shader:



w/window emissionsw/o window emissions



If I unplug that environment texture, the scene is completely black (except for emission objects) no matter how high I turn up the emission shader:



The emission is turned up to 10,000 here, I think



I have ambient occlusion turned off.



The blender file is attached (or would be, if I could find the "attach" button (where'd that thing go?). Can somebody take a look at my settings and help me figure out how I can get my emission lights to be usable? As it is now, I can't use them to properly illuminate the scene. Thank you for your assistance.










share|improve this question











$endgroup$












  • $begingroup$
    please use blend-exchange.giantcowfilms.com for attaching .blend files and make sure you have all the required textures included.
    $endgroup$
    – rob
    3 hours ago










  • $begingroup$
    "error uploading". Also, I have 133mb of texture files in a zip, what can I try
    $endgroup$
    – hatinacat2000
    2 hours ago












  • $begingroup$
    All my textures are 4K, made in substance designer (I was planning to downsize as needed). Any ideas on why the upload for the .blend file is failing? it's only 1.7mb. Could it be b.c. it is version 2.8?
    $endgroup$
    – hatinacat2000
    2 hours ago














2












2








2





$begingroup$


I have this scene that is finally starting to come together but I can't get the lighting to work properly. This is what it looks like in the viewport:



Viewport, solid-view



I know the dome needs to be optimized.



This is what it looks like in Evee:



Viewport, Evee render



The only lights in the scene are emission objects on the windows.
I also have an environment texture that I am trying to use for "HD reflections". As long as the environment texture is plugged-in, the lightning is the same no matter how many, how few, or how high/low I set the emission shader:



w/window emissionsw/o window emissions



If I unplug that environment texture, the scene is completely black (except for emission objects) no matter how high I turn up the emission shader:



The emission is turned up to 10,000 here, I think



I have ambient occlusion turned off.



The blender file is attached (or would be, if I could find the "attach" button (where'd that thing go?). Can somebody take a look at my settings and help me figure out how I can get my emission lights to be usable? As it is now, I can't use them to properly illuminate the scene. Thank you for your assistance.










share|improve this question











$endgroup$




I have this scene that is finally starting to come together but I can't get the lighting to work properly. This is what it looks like in the viewport:



Viewport, solid-view



I know the dome needs to be optimized.



This is what it looks like in Evee:



Viewport, Evee render



The only lights in the scene are emission objects on the windows.
I also have an environment texture that I am trying to use for "HD reflections". As long as the environment texture is plugged-in, the lightning is the same no matter how many, how few, or how high/low I set the emission shader:



w/window emissionsw/o window emissions



If I unplug that environment texture, the scene is completely black (except for emission objects) no matter how high I turn up the emission shader:



The emission is turned up to 10,000 here, I think



I have ambient occlusion turned off.



The blender file is attached (or would be, if I could find the "attach" button (where'd that thing go?). Can somebody take a look at my settings and help me figure out how I can get my emission lights to be usable? As it is now, I can't use them to properly illuminate the scene. Thank you for your assistance.







lighting eevee






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited 32 mins ago









cegaton

65.5k10128284




65.5k10128284










asked 3 hours ago









hatinacat2000hatinacat2000

112




112












  • $begingroup$
    please use blend-exchange.giantcowfilms.com for attaching .blend files and make sure you have all the required textures included.
    $endgroup$
    – rob
    3 hours ago










  • $begingroup$
    "error uploading". Also, I have 133mb of texture files in a zip, what can I try
    $endgroup$
    – hatinacat2000
    2 hours ago












  • $begingroup$
    All my textures are 4K, made in substance designer (I was planning to downsize as needed). Any ideas on why the upload for the .blend file is failing? it's only 1.7mb. Could it be b.c. it is version 2.8?
    $endgroup$
    – hatinacat2000
    2 hours ago


















  • $begingroup$
    please use blend-exchange.giantcowfilms.com for attaching .blend files and make sure you have all the required textures included.
    $endgroup$
    – rob
    3 hours ago










  • $begingroup$
    "error uploading". Also, I have 133mb of texture files in a zip, what can I try
    $endgroup$
    – hatinacat2000
    2 hours ago












  • $begingroup$
    All my textures are 4K, made in substance designer (I was planning to downsize as needed). Any ideas on why the upload for the .blend file is failing? it's only 1.7mb. Could it be b.c. it is version 2.8?
    $endgroup$
    – hatinacat2000
    2 hours ago
















$begingroup$
please use blend-exchange.giantcowfilms.com for attaching .blend files and make sure you have all the required textures included.
$endgroup$
– rob
3 hours ago




$begingroup$
please use blend-exchange.giantcowfilms.com for attaching .blend files and make sure you have all the required textures included.
$endgroup$
– rob
3 hours ago












$begingroup$
"error uploading". Also, I have 133mb of texture files in a zip, what can I try
$endgroup$
– hatinacat2000
2 hours ago






$begingroup$
"error uploading". Also, I have 133mb of texture files in a zip, what can I try
$endgroup$
– hatinacat2000
2 hours ago














$begingroup$
All my textures are 4K, made in substance designer (I was planning to downsize as needed). Any ideas on why the upload for the .blend file is failing? it's only 1.7mb. Could it be b.c. it is version 2.8?
$endgroup$
– hatinacat2000
2 hours ago




$begingroup$
All my textures are 4K, made in substance designer (I was planning to downsize as needed). Any ideas on why the upload for the .blend file is failing? it's only 1.7mb. Could it be b.c. it is version 2.8?
$endgroup$
– hatinacat2000
2 hours ago










1 Answer
1






active

oldest

votes


















4












$begingroup$

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.



Mesh lights (ie, Emission shaders) produce indirect light and by default Eevee doesn't handle indirect light at all.



For mesh lights you need to use an Irradiance Volume light probe. 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.



Within the Render properties in the right-hand properties panel is an Indirect Lighting section and within that a Bake Indirect Lighting button. Clicking this tells Eevee to analyse the indirect lighting (Irradiance Volumes and other light probes) which it can then use to render the scene.






share|improve this answer









$endgroup$









  • 1




    $begingroup$
    Rich, I think you might be on to something important for people who are transitioning from Cycles to Evee. It did turn out That the reason the light intensity did not seem to change at all (regardless of renderer) was that I forgot I had 2 different emission shaders in the scene and was only modifying the inactive one. Deleting the inactive shader and working on the other (while in Cycles) allows the scene to render as expected. Thank you for your help, it saved me some time troubleshooting
    $endgroup$
    – hatinacat2000
    1 hour ago












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1 Answer
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active

oldest

votes








1 Answer
1






active

oldest

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active

oldest

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active

oldest

votes









4












$begingroup$

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.



Mesh lights (ie, Emission shaders) produce indirect light and by default Eevee doesn't handle indirect light at all.



For mesh lights you need to use an Irradiance Volume light probe. 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.



Within the Render properties in the right-hand properties panel is an Indirect Lighting section and within that a Bake Indirect Lighting button. Clicking this tells Eevee to analyse the indirect lighting (Irradiance Volumes and other light probes) which it can then use to render the scene.






share|improve this answer









$endgroup$









  • 1




    $begingroup$
    Rich, I think you might be on to something important for people who are transitioning from Cycles to Evee. It did turn out That the reason the light intensity did not seem to change at all (regardless of renderer) was that I forgot I had 2 different emission shaders in the scene and was only modifying the inactive one. Deleting the inactive shader and working on the other (while in Cycles) allows the scene to render as expected. Thank you for your help, it saved me some time troubleshooting
    $endgroup$
    – hatinacat2000
    1 hour ago
















4












$begingroup$

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.



Mesh lights (ie, Emission shaders) produce indirect light and by default Eevee doesn't handle indirect light at all.



For mesh lights you need to use an Irradiance Volume light probe. 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.



Within the Render properties in the right-hand properties panel is an Indirect Lighting section and within that a Bake Indirect Lighting button. Clicking this tells Eevee to analyse the indirect lighting (Irradiance Volumes and other light probes) which it can then use to render the scene.






share|improve this answer









$endgroup$









  • 1




    $begingroup$
    Rich, I think you might be on to something important for people who are transitioning from Cycles to Evee. It did turn out That the reason the light intensity did not seem to change at all (regardless of renderer) was that I forgot I had 2 different emission shaders in the scene and was only modifying the inactive one. Deleting the inactive shader and working on the other (while in Cycles) allows the scene to render as expected. Thank you for your help, it saved me some time troubleshooting
    $endgroup$
    – hatinacat2000
    1 hour ago














4












4








4





$begingroup$

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.



Mesh lights (ie, Emission shaders) produce indirect light and by default Eevee doesn't handle indirect light at all.



For mesh lights you need to use an Irradiance Volume light probe. 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.



Within the Render properties in the right-hand properties panel is an Indirect Lighting section and within that a Bake Indirect Lighting button. Clicking this tells Eevee to analyse the indirect lighting (Irradiance Volumes and other light probes) which it can then use to render the scene.






share|improve this answer









$endgroup$



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.



Mesh lights (ie, Emission shaders) produce indirect light and by default Eevee doesn't handle indirect light at all.



For mesh lights you need to use an Irradiance Volume light probe. 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.



Within the Render properties in the right-hand properties panel is an Indirect Lighting section and within that a Bake Indirect Lighting button. Clicking this tells Eevee to analyse the indirect lighting (Irradiance Volumes and other light probes) which it can then use to render the scene.







share|improve this answer












share|improve this answer



share|improve this answer










answered 2 hours ago









Rich SedmanRich Sedman

24.6k243114




24.6k243114








  • 1




    $begingroup$
    Rich, I think you might be on to something important for people who are transitioning from Cycles to Evee. It did turn out That the reason the light intensity did not seem to change at all (regardless of renderer) was that I forgot I had 2 different emission shaders in the scene and was only modifying the inactive one. Deleting the inactive shader and working on the other (while in Cycles) allows the scene to render as expected. Thank you for your help, it saved me some time troubleshooting
    $endgroup$
    – hatinacat2000
    1 hour ago














  • 1




    $begingroup$
    Rich, I think you might be on to something important for people who are transitioning from Cycles to Evee. It did turn out That the reason the light intensity did not seem to change at all (regardless of renderer) was that I forgot I had 2 different emission shaders in the scene and was only modifying the inactive one. Deleting the inactive shader and working on the other (while in Cycles) allows the scene to render as expected. Thank you for your help, it saved me some time troubleshooting
    $endgroup$
    – hatinacat2000
    1 hour ago








1




1




$begingroup$
Rich, I think you might be on to something important for people who are transitioning from Cycles to Evee. It did turn out That the reason the light intensity did not seem to change at all (regardless of renderer) was that I forgot I had 2 different emission shaders in the scene and was only modifying the inactive one. Deleting the inactive shader and working on the other (while in Cycles) allows the scene to render as expected. Thank you for your help, it saved me some time troubleshooting
$endgroup$
– hatinacat2000
1 hour ago




$begingroup$
Rich, I think you might be on to something important for people who are transitioning from Cycles to Evee. It did turn out That the reason the light intensity did not seem to change at all (regardless of renderer) was that I forgot I had 2 different emission shaders in the scene and was only modifying the inactive one. Deleting the inactive shader and working on the other (while in Cycles) allows the scene to render as expected. Thank you for your help, it saved me some time troubleshooting
$endgroup$
– hatinacat2000
1 hour ago


















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