I have a chandelier which is 100% metallic. I made it 0 Roughness. I wanted the light bulb emitter to be reflected really sharp against the metal, but it results in a super flat reflection. I have attempted to add specular too (shown here as green for clarity) and its not very powerful, doesn’t have ‘peak’ brightness as 100% white at the edges of the model. It’s really bugging me.
My irradiance volume:
Render settings:
I want this to be really reflective and metallic, but it looks like brushed steel or something. Whats the workaround. I do not want to export this in cycles as it is part of a bigger composite scene that is in EEVEE.
Irradiance volume only applies to the diffuse component of materials, so in case of metallic, which is 100% glossy/specular it does nothing. Try using cubemaps instead. They are applied to specular component only. Although for this use case the placement can be tricky.
Edit: I would try to cheat the look with just manually placed lights or hdri, if the cubemap doesn’t do what you want it to.
Couldn’t the cubemap have a decent result by making it ignore the object it’s affecting (using a visibility collection or the clipping start value)? Of course, you won’t get self reflections like you would in Cycles, but I think it would look decent enough for Eevee.