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I'm currently testing Eevee. Seems so promising !

Here, i'm trying to make my Eevee render the closest I can to my previous render Cycles of the same scene. This scene do not have any lights but an HDRI background.

Thing is, the renders looks very, very different. How can I improve this ?

Cycles: Cycles

Eevee: Eevee

And here's the blend file.

Thanks a lot.

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First, the reason for the lighting difference is that in the scene you provided, everything is lit by a World HDRI only. Eevee by default can only produce shadows from Light objects, so even if you turn the respectable options on, there won't be any indirect shadows visible. This is a technical limitation. Duarte in the linked answer elaborates on this, so there's no need to re-iterate everything here.

However, there is a quick solution to at least get a lot closer to the Cycles render: Adding an Irradiance Volume Light Probe allows you to bake the lighting solution into the scene dynamically.

To do that, in the 3D Viewport use Shift + A -> Light Probe -> Irradiance Volume.

enter image description here

Scale it up to encompass the areas of your scene which are visible through the camera. After that, in the Render Settings, use Indirect Lighting -> Bake Indirect Lighting. The scene will jitter a bit while the solution is baked. Afterwards, it should look something like this:

enter image description here

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  • $\begingroup$ Thanks for this description! This seems to work well for a static scene. However, baking the lighting does not work if (for example) I have a node based world sky with changing colors. Do you know of any solutions outside of rendering in cycles that would allow reasonable shadow casting? $\endgroup$ – Tyler Jul 2 at 2:19
  • $\begingroup$ @tyler Just bake it on each frame? $\endgroup$ – Petr Peller Aug 27 at 9:08
  • $\begingroup$ @tyler just came across an add-on that could do the job for animations, though I have not tested it myself yet gumroad.com/l/PgyXc $\endgroup$ – aliasguru Aug 27 at 10:21

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