![Eevee render download](https://cdn2.cdnme.se/5447227/9-3/23_64e61dfde087c337bd195b74.jpg)
Those two objects can be found in the "Add Object" menu ( Shift A) under the Light Probe submenu: So basically, you need to create at least two things: cubemaps and irradiance volumes. It's closer to a video game engine: it will try to calculate things only as few as possible, and only where you want and when you ask him to do so.
![eevee render download eevee render download](http://vignette1.wikia.nocookie.net/eeveri/images/0/0e/Eevee_Art.png)
If you're used to Cycles' raytraced physically unbiased lighting calculated on the fly, Eevee doesn't do that. Once it's done, there is really only one thing to do: give Eevee what he needs to calculate your Indirect Lighting. Look how the shadow looks when you change those settings, especially in walls' corners.
![eevee render download eevee render download](https://i.stack.imgur.com/tqUN7.jpg)
This is really only to "fit" the Sun properties to your scene. The first thing I did was playing with your Sun's settings, precisely the Shadow Clip Start/End and Contact Shadow Distance. In your case, just switching to rendered mode already makes a huge difference, you'll get a much closer result to cycles.Īlso, I didn't get your HDRi embedded in the blend file, which gives me a pink render result, so I had to remove it in order to do my little tests. The first thing I noticed is that you are in Look Dev shading, which isn't the Rendered shading:Įven though they can give similar results sometimes, you really have to get into Render shading to have a fair preview of your render.
![Eevee render download](https://cdn2.cdnme.se/5447227/9-3/23_64e61dfde087c337bd195b74.jpg)