emission lights not working as needed in eevee
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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:
I know the dome needs to be optimized.
This is what it looks like in Evee:
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:
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:
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
$endgroup$
add a comment |
$begingroup$
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:
I know the dome needs to be optimized.
This is what it looks like in Evee:
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:
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:
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
$endgroup$
$begingroup$
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
add a comment |
$begingroup$
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:
I know the dome needs to be optimized.
This is what it looks like in Evee:
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:
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:
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
$endgroup$
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:
I know the dome needs to be optimized.
This is what it looks like in Evee:
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:
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:
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
lighting eevee
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
add a comment |
$begingroup$
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
add a comment |
1 Answer
1
active
oldest
votes
$begingroup$
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.
$endgroup$
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
add a comment |
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1 Answer
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$begingroup$
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.
$endgroup$
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
add a comment |
$begingroup$
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.
$endgroup$
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
add a comment |
$begingroup$
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.
$endgroup$
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.
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
add a comment |
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
add a comment |
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$begingroup$
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