It looks like some of your Eevee settings are wrong. Possible issues could be:
IOR settings in the glass shader are wrong.
Not enabling the “Refraction” setting in SSR settings.
Incorrect setup for the “Cubemap Reflection” light probe.
Without checking the scene is hard to tell completed. Maybe you can make a simplified scene with a couple of glass that have the reflection problem for me to take a look at.
Hi Eric and thank you for your time, I’ve checked IOR but it seems good for me. Refraction is on.
Incorrect setup for the cubemap reflection is probably the cause. I suppose I have to test several different solutions to find out what works best for my scene.
I managed to get a very simplified version of the scene with the same behavior: test_scene3.blend (725.9 KB)
(you have to bake lights)
Is there any way to get access to these Eevee modified scenes? I wrote an email to Chocofur but didn’t get any reply! Would appreciate it a lot, could pay both of you a fee.
Some how I missed your reply to this thread. I might be to late for you, but it is a good problem scene for Eevee that others followers of this thread might benefit.
The main difficulty is that this section of the kitchen recedes inward making difficult for both reflection cube and irradiance volume room size probes to worked correctly.
Best solution is to add nested or multiple probes to the existent room probes for the receded section of the kitchen.
Changes:
Added small size reflection probe just around the receded section of the kitchen.
Added small size irradiance volume probe just around the receded section of the kitchen.
Adjusted values the glass shader.
Adjusted Eevee settings for the wine glass shader.
Adjusted Eevee quality settings.
joaulo test scene: Notice the unrealistic high intensity reflection for both the glass and wine bottles. In this receded section of the kitchen reflected light should not be coming from the left and right.
I don’t own the original cycles Evermotion or Chocofur scenes. The Evermotion set of scenes I purchase last year at half price for $50. The Chocufur scenes I receive when a purchase the full course in Interior Visualization 2.80. My early bird price was only E40 it has gone up a lot now it is E239. Scenes can be purchase individually if desired.
Thank you for the reply Eric, I see that you have achieved a great improvement compared to the original file!
I also managed to get it work after several attempts and this is the final result:
It can certainly be improved, but for the moment I am very satisfied. I also took a short animation from it:
Good job in the texturing and modeling. Done with CCO even better. The animation looks sharp and without flickering. My only suggestion would be in having a bit more dynamics in the lighting and shadows, see some of my kitchen close up’s from this thread. Overall well done.
Do you use IRV with furniture turned on or off? I always struggle to position it so that some of the probes don’t end up inside furniture which causes errors in GI. And how do you overlap several IRVs (like how much should they intersect if at all)?
IRV probe setup can be difficult to avoid intersecting with scene objects. In all the scenes from this thread I have not turned off furniture or scene objects to properly setup the IRV probes.
Tips for easier setting up the IRV probe samples:
Less is better. Use the least amount of IRV samples to get a good GI. I usually start with 3x3x3 and only increase if is really needed. Less IRV samples the easier is to avoid scene objects.
Stretch IRV samples as much as possible from the floor to ceiling(vertical) and to the walls (horizontal). This will give more accurate GI. Also avoids intersecting scenes objects because the IRV samples would be close to the floor or ceiling and the middle samples would typically be above the furniture or other scene objects.
Do minor shifting of the IRV probe if needed to avoid intersecting.
If still their are issue with intersecting object. Create a collection for objects to hide from the baking of indirect lights. Then add this collection to the IRV probe property “Visibility Collection”. Make sure to invert the visibility collection by clicking on the double arrow button.
In multiple rooms where I use one IRV probe per room. Here are some tips:
Between two IRV probes only intersect between the falloff sections of the IRV probes.
Adjust the falloff size for better GI accuracy. The default of 1 is usually too high, I typically use less than 0.5.
Next step is adjusting the IRV probe “Intensity” property. So the light intensity between the probes are smooth and natural.
Their some additional tips in my link on nested IRV probes at the top of this thread.
First I will be doing “Warm Bathroom”. I have not done this type of small room lighting and it is not to very complex. I did not add the lens flared post processing effect, since the Eevee lighting does not work well with the glare compositor node. A much better options would be to added using a Blender addon like “Flared”.
Main issues that are different from Cycles are the IES lighting not available for Eevee, mirror reflections, and light emissions reflections behind objects not visible to the camera.
Workflow:
Disable the HDR world background node.
Added emission material to the bathroom small windows to simulate visible light coming from the outside.
IRV for the bathroom of 4x4x4.
The IES ceiling lights were converted to spot light by adjusting the angle to match the IES in Cycles
The lighting coming from around the mirror in the WC did not reflect because is was not visible (SSR). I added a circle area light to the area around the mirror to match Cycles.
Reflection plane for all the bathroom mirrors.
Rectangular reflection cube map.
Adjusted materials as needed to closely match the Cycles scene.
Use my realistic shader for the glass cup.
Sampling rate of sampling at 64.
This is the Cycles raw render without the lens flare:
This probably one of the best ArchViz in the BlenderMarket it is the “Dark Interior Living Room” a top row BlenderArtist image recently. Made by Entity Designer available from BlenderMarket at https://blendermarket.com/creators/entitydesigner. It features a classical interior with dramatic lighting from light to dark transitions. The average scene shot Cycles rendering time was 30 minutes as mention by Entity Designer at 3.5k resolution. For my Eevee converted scenes the average rendering time was about 30 seconds.
Main issues that are different from Cycles are having only an HDRI image as the main source of lighting. As discuss before HDRI’s in Eevee don’t generate shadows, so standard lights need to be used for lighting to simulate an HDRI. Thick shag rug and, Whiskey decanter bottle, and glass with liquids and ice materials required changes compare to Cycles.
Workflow:
Disable the HDR world background node.
Added a large window area light as fill light, one main spot light at the center, a secondary spot light to light the right side of the room.
IRV for the bathroom of 4x4x4.
Adjusted all the small side lights to match Cycles.
Tweak the shag carpet particles, material and effector settings.
Modified the glass, liquid and ice materials for the Whisky bottle and glasses. In glass material had to change the glass shader node to use a transparency shader node to properly show the liquid and ice inside the glass.
Reflection plane for the mirror.
Rectangular reflection cube map.
Adjusted materials as needed to closely match the Cycles scene.
Personally i don’t like the concept of downgrading renders to a less accurate representation/fidelity, merely to boast very low render times… Now i know it takes you a lot of work to setup your renders and get the highest quality out of EEVEE, and sure its good if time is money and the lower quality renders are acceptable for the client. But thats the only benefit i see. Time will march on processing power will increase and physically accurate ray-tracing and light transport methods will always be superior.
Without raytracing and proper GI solution this will never be good enough. Blender devs could take a look at Unreal engine cause that one is a real offline renderer killer.
now imagine cycles doing this type of realtime lightmap baking for eevee, then add rtx reflections and refractions and goodbye cycles for archviz (or most of it).
Sadly it seems the only ones to be able to compete with this is again epic with their upcoming UE5 realtime gi(assuming it can handle man made objects well)