WEBVTT

1
00:00:00.010 --> 00:00:09.000
In order for Eevee to be such a powerful and fast renderer, there are a lot of different methods Eevee uses to calculate lighting compared to engines like Cycles.

2
00:00:09.000 --> 00:00:13.000
To start off, let's look at the Render tab in our Properties Editor.

3
00:00:13.000 --> 00:00:21.000
In here, with Eevee selected as our render engine, you can see several settings that pertain to how Eevee calculates lighting and visuals.

4
00:00:21.000 --> 00:00:29.000
This includes several effects such as Ambient Occlusion, Bloom, Screen Space Reflections, and Motion Blur.

5
00:00:29.000 --> 00:00:35.000
In this video, we'll learn how to view each one of these effects and how to adjust their settings.

6
00:00:35.000 --> 00:00:39.000
To enable any of these, simply click the checkbox on the left.

7
00:00:39.000 --> 00:00:43.000
You can also expand each category by clicking the arrow on the left.

8
00:00:43.000 --> 00:00:48.000
However, you may notice that checking these makes no visible difference in the viewport.

9
00:00:48.000 --> 00:00:50.000
This is because we are in solid view.

10
00:00:51.000 --> 00:00:59.000
In order to view in real time the differences each of these settings might make, simply change your viewport mode to Rendered View.

11
00:00:59.000 --> 00:01:07.000
You can do that by clicking the rightmost sphere in the top right hand corner of the viewport or pressing the Z key and using the pie menu there.

12
00:01:07.000 --> 00:01:13.000
Once in Rendered mode, you can test each of these settings to see how they might affect your render.

13
00:01:13.000 --> 00:01:19.000
Enabling Ambient Occlusion will be most apparent at the corners or crevices of your scene.

14
00:01:19.000 --> 00:01:26.000
To show this better, let's go ahead and add a Mesh Plane object and scale it up to act as our floor.

15
00:01:26.000 --> 00:01:34.000
This is a real life effect that can help make geometric detail really pop and often helps renders feel more 3D.

16
00:01:34.000 --> 00:01:37.000
Let's take a look at the Ambient Occlusion settings.

17
00:01:37.000 --> 00:01:42.000
Distance affects how far the Ambient Occlusion shadow extends from the corners.

18
00:01:42.000 --> 00:01:48.000
Factor affects the darkness of the shadow and you can actually manually set it past the maximum of 1.0.

19
00:01:49.000 --> 00:01:56.000
For the rest of these Ambient Occlusion settings, feel free to hover over them for more information and experiment to get what you like.

20
00:01:57.000 --> 00:02:04.000
Bloom is basically another word for glow, but you'll notice when we enable it, it doesn't really change much in the viewport.

21
00:02:04.000 --> 00:02:09.000
That's because nothing in our scene is bright enough yet to trigger the bloom effect.

22
00:02:09.000 --> 00:02:13.000
But it's a very pretty effect, so let's see if we can get it to show up.

23
00:02:13.000 --> 00:02:21.000
Let's select our cube and go to the Material tab, indicated by the red Material sphere icon at the bottom of our Properties Editor.

24
00:02:21.000 --> 00:02:27.000
Here under Surface, we can see that we have the Principled BSDF selected by default.

25
00:02:27.000 --> 00:02:30.000
This is great, but we want to make it bright.

26
00:02:30.000 --> 00:02:34.000
Well, luckily if we scroll down here, there is an Emission value.

27
00:02:34.000 --> 00:02:36.000
This is a color that we can set.

28
00:02:36.000 --> 00:02:41.000
Let's drag the value slider all the way up so that it's the brightest white it can be.

29
00:02:42.000 --> 00:02:46.000
Now, this isn't bad, but it's not obvious enough for testing purposes.

30
00:02:46.000 --> 00:02:54.000
We can confirm that the bloom is working, however, if we go into our Render Settings tab again and check on and off the bloom checkbox.

31
00:02:54.000 --> 00:02:57.000
Yes, the cube is glowing slightly.

32
00:02:57.000 --> 00:03:01.000
But how do we make it really glow? Like, a lot.

33
00:03:01.000 --> 00:03:06.000
To make the emission even brighter, I'm going to use an Emission shader.

34
00:03:06.000 --> 00:03:11.000
To do this, let's go into our cube's Materials tab in the Properties Editor.

35
00:03:11.000 --> 00:03:18.000
We can then switch out our Principled BSDF Surface Shader node for an Emission node from the drop-down menu.

36
00:03:18.000 --> 00:03:22.000
Now, we have a Strength value we can increase to our heart's desire.

37
00:03:22.000 --> 00:03:26.000
I'm going to set the brightness of our emission to 10.

38
00:03:26.000 --> 00:03:28.000
Now, that's a lot of bloom.

39
00:03:28.000 --> 00:03:31.000
Let's play around with our settings now.

40
00:03:31.000 --> 00:03:37.000
Feel free to adjust the Threshold slider to determine how bright an object needs to be to start glowing.

41
00:03:37.000 --> 00:03:47.000
For example, our Emission shader is at a strength of 10, and setting the threshold to 10 in the bloom settings actually stops the glow of the cube perfectly.

42
00:03:47.000 --> 00:03:53.000
You can also change the color of the glow, the radius of the glow, and the intensity of the glow.

43
00:03:53.000 --> 00:04:00.000
Setting a non-zero clamp value will also set the maximum intensity the glow can be in your scene.

44
00:04:01.000 --> 00:04:13.000
The Knee value simply makes it so that those objects that are bordering the threshold of the bloom are given some slight leeway to fade the bloom so that the cutoff threshold doesn't look too visually jarring.

45
00:04:13.000 --> 00:04:16.000
Next is Depth of Field.

46
00:04:16.000 --> 00:04:20.000
This isn't actually a lighting effect, but I want to go over it anyway.

47
00:04:20.000 --> 00:04:25.000
This simulates a real-life camera effect that depends on the focus of the camera.

48
00:04:26.000 --> 00:04:33.000
This is when only certain parts of the image are clear, while the rest is blurry based on distance from the focal point.

49
00:04:33.000 --> 00:04:41.000
Before we test this out, I'm going to add a few monkeys at various distances throughout our scene so the effect is a bit more obvious.

50
00:04:41.000 --> 00:04:46.000
However, unlike the other two settings before it, this does not have a checkbox.

51
00:04:46.000 --> 00:04:51.000
This is because the Depth of Field setting is enabled for each camera object individually,

52
00:04:51.000 --> 00:04:55.000
while this setting is simply a way to set max blur size for the effect.

53
00:04:55.000 --> 00:05:00.000
To turn on the Depth of Field effect, we have to select our active camera.

54
00:05:00.000 --> 00:05:07.000
Then go to the green camera icon tab in the Properties Editor, and check Depth of Field from there.

55
00:05:07.000 --> 00:05:12.000
However, we still don't see any huge blurriness or Depth of Field effects.

56
00:05:12.000 --> 00:05:16.000
That's because we still have to set the focal length for the camera itself.

57
00:05:17.000 --> 00:05:21.000
Let's simply left-click drag the focus distance down to around 1.

58
00:05:21.000 --> 00:05:24.000
But still nothing?

59
00:05:24.000 --> 00:05:30.000
Ah, that's because the Depth of Field effect is only visible through the eyes of the active camera.

60
00:05:30.000 --> 00:05:33.000
So let's simply click this camera icon to change our view.

61
00:05:33.000 --> 00:05:37.000
Hockey users can press 0 on the number pad instead.

62
00:05:37.000 --> 00:05:39.000
There we go.

63
00:05:39.000 --> 00:05:45.000
As you can see, everything in the image is blurry due to them being far away from the focus point.

64
00:05:45.000 --> 00:05:50.000
If we drag our focus distance back up slowly by holding shift while sliding the slider,

65
00:05:50.000 --> 00:05:56.000
we can see the focus point moving through the scene, as certain objects get clearer and blurrier.

66
00:05:56.000 --> 00:06:00.000
But where is this focus point in 3D space?

67
00:06:00.000 --> 00:06:06.000
Well, we can actually scroll down here and go to Viewport Display, then check Limits.

68
00:06:06.000 --> 00:06:10.000
If we go back into our Perspective view and drag the focus distance again,

69
00:06:10.000 --> 00:06:14.000
you can see that we can very easily adjust the distance how we need to.

70
00:06:14.000 --> 00:06:19.000
One more setting that affects Depth of Field greatly is the F-Stop value.

71
00:06:19.000 --> 00:06:24.000
The lower this number, the blurrier the image can potentially be.

72
00:06:24.000 --> 00:06:29.000
To get a very shallow Depth of Field, where only a small portion of your frame is clear,

73
00:06:29.000 --> 00:06:32.000
you want a smaller F-Stop.

74
00:06:32.000 --> 00:06:37.000
For a deep Depth of Field, where many things are clear, you'll want a larger F-Stop.

75
00:06:37.000 --> 00:06:40.000
Also, going back to our Render Settings tab,

76
00:06:40.000 --> 00:06:46.000
we can adjust the Depth of Field Max Size value to clamp the blur amount for render efficiency.

77
00:06:46.000 --> 00:06:49.000
But default values typically work fine.

78
00:06:49.000 --> 00:06:54.000
The Subsurface Scattering setting affects how Subsurface Scattering is calculated.

79
00:06:54.000 --> 00:06:58.000
With a similar Samples option to the Global Samples,

80
00:06:58.000 --> 00:07:04.000
these settings overall increase or decrease the quality of the Subsurface Scattering calculations.

81
00:07:04.000 --> 00:07:08.000
We can add a quick Subsurface Scattering shader to our monkey here

82
00:07:08.000 --> 00:07:11.000
by simply selecting it, going to the Materials tab,

83
00:07:11.000 --> 00:07:17.000
and dragging the Subsurface slider on our Principled BSDF shader all the way up to max.

84
00:07:17.000 --> 00:07:21.000
Now, as you can see, the monkey has a soft skin-like texture.

85
00:07:21.000 --> 00:07:25.000
But we're not really seeing the redness of the ears like we should.

86
00:07:25.000 --> 00:07:29.000
That's because there's one more setting in the material that we need to check.

87
00:07:29.000 --> 00:07:32.000
Let's select our monkey and go to the Material tab.

88
00:07:33.000 --> 00:07:38.000
If you scroll down, you'll notice the option for Subsurface Translucency.

89
00:07:38.000 --> 00:07:46.000
This will allow light to pass through the ears and other thin parts of the mesh to give a more realistic skin shader effect.

90
00:07:46.000 --> 00:07:49.000
By moving our light object closer to the monkey,

91
00:07:49.000 --> 00:07:53.000
we can really see more clearly both the translucency of the ear

92
00:07:53.000 --> 00:07:58.000
and the banding artifacts of Subsurface Scattering approximation.

93
00:07:59.000 --> 00:08:01.000
Now, to get rid of the banding artifacts,

94
00:08:01.000 --> 00:08:05.000
we can increase the samples to increase the resolution of the effect,

95
00:08:05.000 --> 00:08:09.000
while Jitter helps hide some of the banding by randomizing it a bit.

96
00:08:09.000 --> 00:08:14.000
Separate Albedo preserves the colors a bit better, but uses more video memory.

97
00:08:14.000 --> 00:08:21.000
Screen Space Reflections is used specifically to approximate reflective and refractive surfaces in our scene.

98
00:08:21.000 --> 00:08:27.000
If we go back into our Materials tab, we can select our plain object and add a new material.

99
00:08:27.000 --> 00:08:30.000
Then decrease Roughness to 0.2.

100
00:08:30.000 --> 00:08:33.000
As you can see, we now have a very shiny floor,

101
00:08:33.000 --> 00:08:37.000
but there are no reflections of our objects, only our lights.

102
00:08:37.000 --> 00:08:40.000
Although technically it's also reflecting our background,

103
00:08:40.000 --> 00:08:45.000
I'm going to add a checker texture to my world shader to make that a bit more obvious.

104
00:08:45.000 --> 00:08:48.000
Anyway, by enabling Screen Space Reflections,

105
00:08:48.000 --> 00:08:52.000
objects will actually start to appear in the reflection on the floor plane.

106
00:08:52.000 --> 00:08:56.000
The settings here will affect various aspects of the reflection.

107
00:08:56.000 --> 00:09:01.000
Roughness, for those who don't know, is how you set how clear the reflection looks.

108
00:09:01.000 --> 00:09:04.000
The rougher it is, the more diffuse the reflection,

109
00:09:04.000 --> 00:09:08.000
whereas mirrors are typically a roughness of 0.

110
00:09:08.000 --> 00:09:11.000
Max Roughness here is similar to Threshold,

111
00:09:11.000 --> 00:09:16.000
in that anything above the Roughness value will not display reflections.

112
00:09:16.000 --> 00:09:21.000
This saves Screen Space Reflections for only the shiniest of reflective shaders.

113
00:09:22.000 --> 00:09:26.000
Trace Precision will affect the quality of the reflections to a certain extent,

114
00:09:26.000 --> 00:09:32.000
but in reality, the global sampling settings is what will affect the noise in the reflection the most.

115
00:09:32.000 --> 00:09:34.000
Increase the samples to decrease the noise.

116
00:09:34.000 --> 00:09:41.000
Half Res Trace also allows you to lower the quality of the reflections without affecting your global samples.

117
00:09:41.000 --> 00:09:47.000
This makes it more noisy, but faster, so feel free to play around with what works for your scene.

118
00:09:47.000 --> 00:09:55.000
The Refraction setting under Screen Space Reflections is specifically for glass-like shaders that refract light as it passes through.

119
00:09:55.000 --> 00:10:01.000
Let's go ahead and go to the Materials tab and select a monkey to give it a glass shader.

120
00:10:01.000 --> 00:10:10.000
I'm simply going to add a material and switch out our Surface option from Principled BSDF to Glass BSDF.

121
00:10:10.000 --> 00:10:16.000
Now you'll immediately notice that it looks like glass, but you can't see through it at all.

122
00:10:16.000 --> 00:10:22.000
Let's check on the Refraction option under Screen Space Reflections in the Render Settings tab.

123
00:10:22.000 --> 00:10:24.000
But it's still not see-through.

124
00:10:24.000 --> 00:10:30.000
Ah, that's because just like Normal Transparency and Subsurface Scattering Translucency,

125
00:10:30.000 --> 00:10:37.000
glass refraction is also handled as a transparency effect that needs to be enabled in the Materials tab.

126
00:10:37.000 --> 00:10:42.000
Let's go back into the Materials tab and scroll down until we see Settings.

127
00:10:42.000 --> 00:10:46.000
Then check to enable Screen Space Refraction.

128
00:10:46.000 --> 00:10:50.000
Now, as you can see, the object is refracting the light.

129
00:10:50.000 --> 00:10:58.000
However, we can also edit the object-specific refraction depth to approximate the thickness of our object if we want to be a bit more accurate.

130
00:10:58.000 --> 00:11:05.000
For your reference, each grid square in our viewport is typically 1 meter, but default settings are fine too.

131
00:11:05.000 --> 00:11:10.000
Next we have Motion Blur, which is also only visible from the camera's perspective.

132
00:11:10.000 --> 00:11:19.000
So let's turn on the Motion Blur checkbox, and go into our camera perspective by pressing the camera icon here, or pressing 0 on the number pad.

133
00:11:19.000 --> 00:11:25.000
However, we still don't see any motion blur, but that's because there's no motion in our scene.

134
00:11:25.000 --> 00:11:30.000
So the fastest way to see it in action is to animate our camera real quick.

135
00:11:30.000 --> 00:11:38.000
Let's select our camera by clicking on the border of its frame and turn on Auto Keyframe Mode by clicking this white circle record button.

136
00:11:38.000 --> 00:11:44.000
Then we can rotate our camera by pressing R twice to look a little to the left of our monkeys.

137
00:11:44.000 --> 00:11:49.000
As you can see, the timeline now has a yellow diamond keyframe set at our current frame.

138
00:11:49.000 --> 00:11:54.000
Then, click and drag the top of the timeline to move our current keyframe to frame 10.

139
00:11:54.000 --> 00:11:59.000
Here, we'll want to rotate our camera again to look a little to the right of our monkeys.

140
00:11:59.000 --> 00:12:10.000
Dragging our timeline back to the beginning, we can play our animation with the space bar and see a very prominent motion blur effect when the camera is in motion between our two new keyframes.

141
00:12:10.000 --> 00:12:18.000
To see this more clearly, you can also pause and simply scrub through the frames as the motion blur will still be visible to help tweak.

142
00:12:18.000 --> 00:12:24.000
Looking at frame 5, for example, we can very clearly see how the motion blur settings affect our visuals.

143
00:12:24.000 --> 00:12:27.000
So now it's time to play with the settings.

144
00:12:27.000 --> 00:12:33.000
The shutter value affects the amount of blur, while the number of samples affect the quality of the blur.

145
00:12:33.000 --> 00:12:38.000
Volumetrics is a setting that affects how volumetric shaders look in our scene.

146
00:12:38.000 --> 00:12:42.000
If we expand this section, you'll see a few things that we can tweak.

147
00:12:42.000 --> 00:12:46.000
However, we don't currently have any volumetric shaders in our scene to test.

148
00:12:46.000 --> 00:12:49.000
So let's go ahead and add another cube from the Add menu.

149
00:12:49.000 --> 00:12:56.000
Then we can go into the Materials tab and switch out our principled BSDF for Remove.

150
00:12:56.000 --> 00:12:59.000
This will remove entirely our surface shader.

151
00:12:59.000 --> 00:13:05.000
Then we can expand the Volume section and select Volume Scatter from the dropdown.

152
00:13:05.000 --> 00:13:08.000
This will add a volumetric shader to our cube.

153
00:13:08.000 --> 00:13:16.000
To better illustrate what this does, let's scale our cube up to engulf our light object and maybe half our scene.

154
00:13:16.000 --> 00:13:19.000
You'll notice it really fogs up the place.

155
00:13:19.000 --> 00:13:27.000
Just to make things a bit more clear, let's turn the density value of our volumetric scatter setting down to 0.5.

156
00:13:27.000 --> 00:13:32.000
Nice, now we can test out the volumetric settings in our Render Settings tab.

157
00:13:32.000 --> 00:13:41.000
To start off, the start and end values determine the clipping range relative to the distance from the camera for when volumetrics should be visible.

158
00:13:41.000 --> 00:13:46.000
As you can see, if we zoom out far enough, our volumetric cube will disappear.

159
00:13:46.000 --> 00:13:55.000
Likewise, if we drag up the start value to something like 10 meters, we can zoom in and the volumetrics will disappear before we can get too close.

160
00:13:55.000 --> 00:14:00.000
Default settings are typically fine here, but feel free to experiment for your scene.

161
00:14:00.000 --> 00:14:05.000
Tile size and samples are both ways you can control quality of the volumetrics.

162
00:14:05.000 --> 00:14:13.000
You may have noticed by now that when moving around in the viewport, the volumetrics show a kind of banding pattern as it refreshes.

163
00:14:13.000 --> 00:14:16.000
The number of bands is based on the number of samples.

164
00:14:16.000 --> 00:14:25.000
The more samples there are, the more bands there are, and the less obvious the bands are, thus the higher quality the volumetric becomes.

165
00:14:25.000 --> 00:14:30.000
Meanwhile, the tile size actually affects how sharp the edges of these bands are.

166
00:14:30.000 --> 00:14:42.000
Setting a high tile size number will result in blurry banding edges, but won't be as accurate, while the smaller tile size will slow down your viewport a bit but increase the sharpness of the samples.

167
00:14:42.000 --> 00:14:49.000
Distribution is a very important setting for when you or your camera are inside or close to a volumetric shading.

168
00:14:49.000 --> 00:15:02.000
If we zoom in here, you can see that currently our volume resolution still holds up pretty good, but if we turn our distribution all the way down, you'll notice that it starts banding heavily as the volume gets closer to the camera.

169
00:15:02.000 --> 00:15:10.000
If you think of volumetrics like essentially a bunch of semi-transparent planes in an array stacked close together, this makes sense.

170
00:15:11.000 --> 00:15:16.000
As the closer you get, the more obvious the distance between the planes would become.

171
00:15:16.000 --> 00:15:28.000
However, with distribution, the space between the planes gets smaller as the camera gets closer to the volume, thus hiding the gaps between the planes and giving a higher quality volumetric look from all distances.

172
00:15:28.000 --> 00:15:33.000
The higher the distribution, the more it compensates for camera distance.

173
00:15:33.000 --> 00:15:37.000
This next section is for volumetric lighting specifically.

174
00:15:37.000 --> 00:15:42.000
If we check this checkbox off, you'll notice that our light object no longer affects the volumetrics.

175
00:15:42.000 --> 00:15:49.000
That's pretty much it, but light clamping will let you prevent any lights within the volume from being brighter than that value.

176
00:15:49.000 --> 00:15:56.000
A light clamping value of zero simply means the clamping is turned off, allowing all light to persist in the volume.

177
00:15:56.000 --> 00:16:02.000
Volumetric shadows are basically shadows that are cast by the volumetric shader itself onto itself.

178
00:16:02.000 --> 00:16:08.000
These can get expensive, so use with caution, but feel free to experiment with it for your own scenes.

179
00:16:08.000 --> 00:16:13.000
The hair settings are specifically for hair particles and how they're rendered.

180
00:16:13.000 --> 00:16:17.000
The basic option is simply choosing between strand and strip.

181
00:16:17.000 --> 00:16:21.000
Strand is better for previewing, but stripped looks a lot prettier.

182
00:16:21.000 --> 00:16:25.000
Additional subdivisions can also help increase the smoothness of the hair's curves.

183
00:16:25.000 --> 00:16:28.000
Shadow settings can be adjusted here as well.

184
00:16:29.000 --> 00:16:33.000
The shadows of your scene can be calculated based on different methods in Eevee.

185
00:16:33.000 --> 00:16:42.000
ESM, or Exponential Shadow Mapping, is the default, whereas VSM, or Variance Shadow Mapping, can also be selected.

186
00:16:42.000 --> 00:16:47.000
You can read about the difference between these two in the official documentation in the description down below.

187
00:16:47.000 --> 00:16:52.000
Furthermore, cube size can visibly increase the quality of your shadows.

188
00:16:52.000 --> 00:16:55.000
This is basically resolution for your shadows.

189
00:16:55.000 --> 00:16:59.000
The higher the cube size, the higher resolution the shadows will look.

190
00:16:59.000 --> 00:17:05.000
Cascade size increases or decreases the detail of shadows specifically from sunlight.

191
00:17:05.000 --> 00:17:12.000
High bit depth can help increase quality as well by reducing some artifacts that might persist at lower bit depths.

192
00:17:12.000 --> 00:17:17.000
Soft shadows randomizes the shadow maps to soften the edges of your shadows.

193
00:17:17.000 --> 00:17:24.000
And light threshold is an interesting setting, as it allows you to change the threshold at which shadows are calculated.

194
00:17:25.000 --> 00:17:28.000
Typically, a shadow is simply an area with little to no light.

195
00:17:28.000 --> 00:17:34.000
However, you can increase the threshold to define what little to no light really means.

196
00:17:34.000 --> 00:17:41.000
For example, if I increase this to 1, then any area with less light than the threshold will also be displayed as a shadow.

197
00:17:41.000 --> 00:17:48.000
Indirect lighting is a group of settings that refer specifically to the objects known as light probes.

198
00:17:48.000 --> 00:17:52.000
You may have seen these in the Add menu, but not understood what they do.

199
00:17:53.000 --> 00:17:57.000
In the Add menu, we can see there are currently three kinds of light probes.

200
00:17:57.000 --> 00:18:02.000
Reflection cube map, reflection plane, and irradiance volume.

201
00:18:02.000 --> 00:18:11.000
Light probes are objects used to pre-calculate certain lighting effects such as bounce lighting, reflections, and refraction.

202
00:18:11.000 --> 00:18:20.000
This is a technically more accurate way to calculate real-time reflections in Eevee compared to screen space reflections, with some limitations.

203
00:18:20.000 --> 00:18:22.000
Let me show you what I mean.

204
00:18:22.000 --> 00:18:27.000
Let's subdivide this cube and give it a roughness of 0 in the Materials tab.

205
00:18:27.000 --> 00:18:35.000
Since we have screen space reflections turned off, this reflective sphere doesn't reflect the monkey next to it, only the light and the background.

206
00:18:35.000 --> 00:18:39.000
However, let's add a reflection cube map to our scene.

207
00:18:39.000 --> 00:18:44.000
Reflection cube maps are used to calculate reflections for objects within a certain volume.

208
00:18:45.000 --> 00:18:52.000
When we add a reflection cube map, you'll see the sphere appear, which can be placed around objects with reflective shaders.

209
00:18:52.000 --> 00:18:58.000
Once we have placed the light probe properly around the sphere, simply press Bake Indirect Lighting.

210
00:18:58.000 --> 00:19:03.000
As you can see, the monkey is now properly reflected in the sphere.

211
00:19:03.000 --> 00:19:07.000
However, you might notice these black squares or diamonds in the reflection.

212
00:19:07.000 --> 00:19:11.000
That's because of the clipping settings of our cube map.

213
00:19:11.000 --> 00:19:19.000
Simply go into the Light Probe Data tab in the Properties Editor, marked by this diagonal volume icon, and go to Viewport Display.

214
00:19:19.000 --> 00:19:26.000
Here we can turn on Clipping, which if we go into Wireframe mode, we'll notice the clipping starts inside of our sphere.

215
00:19:26.000 --> 00:19:34.000
This is what's causing the black squares, so let's drag the clipping start value up a little bit to bring that just outside of our sphere.

216
00:19:34.000 --> 00:19:43.000
If we go back into Rendered mode, go to our Render Settings, and hit Bake Indirect Lighting again, we can see these black squares have disappeared.

217
00:19:43.000 --> 00:19:49.000
But in case you don't want to press Bake every time you make a change, you can also check this Auto-Bake checkbox.

218
00:19:49.000 --> 00:19:54.000
This will update the bake every time you make a change to the light probe objects.

219
00:19:54.000 --> 00:20:03.000
It's important to note that reflection cube maps do not update reflections to show the animation of objects, as the reflection calculated is static.

220
00:20:03.000 --> 00:20:10.000
However, irradiance volumes and reflection planes do show object animation in real time.

221
00:20:10.000 --> 00:20:16.000
Reflection planes work much the same way as reflection cube maps, only they are flat.

222
00:20:16.000 --> 00:20:19.000
Irradiance volumes are a way to simulate bounce light.

223
00:20:19.000 --> 00:20:26.000
You can add them to your scene to sample surrounding colors and brightness, and cast that bounce light onto other objects.

224
00:20:26.000 --> 00:20:30.000
Remember when I said you can't use emission shaders as light sources in Eevee?

225
00:20:30.000 --> 00:20:38.000
Technically with irradiance volumes, you can, however they don't cast shadows and require the light sources to be static.

226
00:20:38.000 --> 00:20:46.000
But irradiance volumes along with other light probe options can be incredibly helpful in Eevee to make the lighting feel more realistic.

227
00:20:46.000 --> 00:20:53.000
Light probes are an Eevee specific feature and you can read more about them in the official documentation in the description down below.

228
00:20:53.000 --> 00:20:59.000
As you can see, Eevee's real time lighting settings can make big differences in how your scene looks in Final Render.

229
00:20:59.000 --> 00:21:05.000
I hope this video helps you get started enough to allow you to experiment further for your own projects.

