tried to render a simple test scene with four objects and a spotlamp. In cycles, I get the expected result. when using eevee however, there are some strange shadow artifacts on the cylinder, see provided picture. the materials consist of an Principled Shader with basic color, metal, roughness and height/normal maps.
I fiddled with most of the settings, obviously i missed the right ones. suggestions on how to fix such problems?
It almost looks like the Cylinder is having a very own idea as to where it’s local axis is in relation to the global axis… it looks like it is facing the wrong direction but still has the light path and ray-tracing stuff baked onto it as if it would have been initialized facing the opposite side.
edit: could also be a culling and mismatching projection issue
Hi guys
I noticed some differences between viewport and rendering with Eevee, look at the bottom of the rendering a white frame too. On the left of the towel I can’t fix the shadow, look like hole in the wood 
actually a good point. i didn’t find the option to show the local axis, but it’s basically the default “add>cylinder”, just moved around a little bit. the faces seem to show the right direction, and the shading is proper in cycles.
besides that, i noticed a weird reflection out of nowhere, which goes through all objects. it’s not the plane, nor any other object. maybe the background itself. but how and why? see picture… maybe it’s an issue with the metallic input?
maybe changing the “cube size” and “cascade size” parameters under the “shadows” section will have an influence on that. are viewport and render sample size the same? (default 64 and 128 if i’m not completely wrong)…