There’s something about the bump map that is just crisper in eevee and I don’t know how to get cycles to be closer to it.
I removed all bounces from the cycles render to get the lighting much closer to eevee but the crispness of the bump details I can’t figure out.
I guess I’ll need to have 2 different materials, one for each render engine?
the bump is just so much nicer in eevee sometimes
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calpgrmr
(Cal the Programmer)
April 25, 2022, 11:11pm
2
I assume that Eevee is on the right side?
Might be a light adjustment issue…
YAFU
(English is not my native language)
April 26, 2022, 12:10am
3
Probably related to this old but active report:
https://developer.blender.org/T74517
Try what an user mentions there, using Displacement Node instead of Bump node, connected to Displacement input in Material Output node.
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I’ve had odd issues with the displacement node lately.
When there is no actual displament of the geometry, light is leaking through as if the geometry has actually been moved
[image]
On the left is the only active light source in the scene, an area light outside of the room.
On the right is a shot from within the room. The bump details are somehow picking up the light from outside.
The material settings are only using the displacement as bump.
The face normals are pointing towards the inside of the room.
The material has no transparency, no alpha, no emission, and no translucency.
I can’t figure out why this is happening. My best guess is that it’s because of …
YAFU
(English is not my native language)
April 26, 2022, 3:12am
5
Could you replicate the scene in Blender 2.80? To verify that it really is the same problem as that report.
https://download.blender.org/release/Blender2.80/
You probably won’t be able to open the .blend file in 2.80, so you’ll have to export the scene objects.
I’ll test 2.80 but based on how much better it looks now using displacement node, it’s probably the same bug. It’s still annoying that using the displacement node looks quite different between cycles and eevee, with cycles looking the best this time.