Architectural Interiors in EEVEE Tutorial series

csimeon,

Having a scene that works in Cycle and Eevee the lighting does have to be match. In Cycles use the strength value and in Eevee use the energy value. The way to handle HDRI lighting for interior is different in Cycles than Eevee for it to match see my link on tips on interior HDRI lighting in Eevee Tips for creating a realistic HDRI lighting.

The sydRoom is my favorite scene of the tutorial series. In this scene all the lights should be baked for more accurate indirect lighting. I made a new version of the sydRoom that fixed ceiling splotches, glass divider material, baking speed by 3x, and other small improvements. Baking the “Lights not baked” only added 3-4 seconds to my total baking time. See below my sydRoom scene to compare:

sydRoom not baking “Lights not baked” (33 sec baked time).

sydRoom baking “Lights not baked” (36 sec baked time).

The difference is subtle for this scene look in the back on the room and around the spot lights it is a little brighter because their more lights added to the indirect light baking.

Chipp workflow for not baking all the lights is valid. In Unreal Engine it has the same concept it does baking for static lights and does no baking for dynamics lights. For Eevee it can save considerable time and if the improvement in render quality is small it will be worth it, but the indirect lighting won’t be complete or accurate. Another reason not to baked certain lights is if these lights are going to change location or intensity in animation. They are also artistic reasons not to bake certain lights. Their should no be artifacts as long as light and shadow settings are adjusted properly see my link on light leaks Light Leaks.

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