If it’s in fact in the middle of a well-lit area it sounds more likely to be a problem with normals, did you check that face wasn’t flipped ? Can you share the file ?
@Ace_Dragon many bugs can be fixed locally without great changes to the code, sometimes it’s something really simple that’s been overlooked. This sounds a bit arbitrary and uninformed tbh ? unless I’m the one uninformed
Indeed looks like normals mess. Sometimes I encountered issue like that and flipping face normals didn’t work. Usually deleting the face recreating it solves the issue (and opens a new one if you have to uvmap again)
The reason why Eevee isn’t seeing a lot of new stuff is because Clement (its developer) has been busy with the groundwork needed to port Blender’s drawing code to Vulkan. Once Vulkan is in place, it will allow Eevee to receive new features, enhancements, and optimizations that could not easily be done in OpenGL.
EEVEE was one of the main concern of 2.8 project launch.
This render engine is supposed to be entangled with Viewport in a way that facilitates a WYSIWYG workflow.
A big part of this workflow will be the Viewport Compositor.
According to roadmap, 2.9 series should end-up with such Viewport Compositor.
A ton of compositing stuff should become visible while playing animation in Camera View.
You should obtain a direct feedback on how modifying animation will impact final rendering or on how compositing will impact animation.
When that basis will be in place, we will be under better conditions to appreciate animation and rendering improvements.
Well that’s definitely encouraging! Thanks for sharing the info about Eevee; it’s so close to being perfect but when moving the camera through a scene you get all sorts of little issues, so I’m glad to hear this will hopefully be improved on after Vulkan support is in.
Once Clement has moved all the old OpenGL code to Vulkan then I’m sure we’ll see more features come to Eevee like the big ticket items of real time ray tracing and GI. A really bright future for Eevee is ahead but only after the Vulkan foundations have be laid.
From what I understand the move to Vulkan is a big job as many of the drawing routines that OpenGL does for free have to be created from scratch in Vulkan. It’s months of back breaking work but the rewards will be potentially transformative for the end user with lots of nice new toys.