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By blender 4.2 eevee

When the plane is parallel to the viewport, I can't see the light emitted by the plane illuminating the monkey

enter image description here

enter image description here

using the Light Probe ↓ enter image description here

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  • $\begingroup$ You can use a Light Probe > Volume to get the reflections but it won't be as convenient as the ligth area trick $\endgroup$
    – moonboots
    Commented Nov 11 at 8:30
  • $\begingroup$ Thank you ! but I can't see the light emitted by the plane using the Light Probe. I don't know why, maybe my settings are wrong... $\endgroup$
    – user208244
    Commented Nov 19 at 3:25
  • $\begingroup$ after you've created the light probe > Volume, go into the Render panel > Indirect Lighting > Bake Indirect Lighting $\endgroup$
    – moonboots
    Commented Nov 19 at 7:51
  • $\begingroup$ "That's useful! I found this setting, but in Eevee 4.2, the setting you mentioned seems to have been moved. Now it's under Light Probe Volume ⇒ Data ⇒ Bake Light." I can finally see the light emitted by the plane now!" $\endgroup$
    – user208244
    Commented Nov 19 at 8:43
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    $\begingroup$ in 4.2 you can also go into the Render panel and activate the Raytracing option, see if it works fine $\endgroup$
    – moonboots
    Commented Nov 19 at 8:48

2 Answers 2

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You can’t. EEVEE’s response to emissive materials is all screen space stuff, so anything not visible will not affect the effects. I suggest you instead fake it using a plane light, lined up with and the same size as the plane mesh, and just a millimeter or so above it.

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    $\begingroup$ Thanks, that really cleared things up for me, it was really helpful! I thought it was just me not setting it up right. $\endgroup$
    – user208244
    Commented Nov 11 at 6:10
  • $\begingroup$ @user208244 if this answer is correct, mark it as such $\endgroup$
    – moonboots
    Commented Nov 20 at 8:17
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By default an emission shader won't emit light in Eevee. But since 4.2 you can activate the Raytracing option in the Render panel. You can also create a Light Probe > Volume then, before 4.2 go into the Render panel > Indirect Lighting and Bake Indirect Lighting. Since 4.2, select the light probe and in the Data panel > Bake > Bake Light Cache.

Or as suggested by TheLabCat, create an area light.

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