Blender 2.83 Indirect Lighting in EVEE?

Reading the list of features in 2.83, “indirect lighting” is mentioned.
Does this mean that EVEE will be able to simulate global illumination to some extent? Or at least render Emission shaders?
There’s no detailed info about this on the release notes.
Perhaps those working with the beta have been able to shed some light on this question?

Hmmm…I might not understand what the question is, but as far as I know, Blender’s implementation of light probes in Eevee for baking indirect light (that exists in the current stable 2.82a release) is there to achieve global illumination. It has its limitations, but it allows for the baking, display, and rendering of indirect light and emission shaders already. See this section of the manual: https://docs.blender.org/manual/en/latest/render/eevee/render_settings/indirect_lighting.html

Here’s a video showing it is action: https://youtu.be/0jEHa8K5Wgc

Can you share the link you are looking at? I looked at the release notes for 2.83 on the wiki, but couldn’t find the section you mentioned. Wiki: https://wiki.blender.org/wiki/Reference/Release_Notes/2.83

This is how you simulate global illumination in EEVEE.

I saw it here. It’s rather ambiguous without any details. But it’s listed as one new feature in 2.83. So I was thinking perhaps they’ve come up with a method that doesn’t require baking, kind of like Unreal Engine 5:

https://wiki.blender.org/wiki/Reference/Release_Notes/2.83/EEVEE

I modeled a golde bar in Blender2.83 and the gold is all nice and shinny, then when i go to render the end result after rendering in cycles is all very dull, and dark on top. :thinking: :thinking:

It’s just a improvment to the current system. Workflow and baking wise nothing has changed.