diff --git a/.specstory/history/2025-08-04_03-15Z-match-cycles-lighting-to-eevee-darkness.md b/.specstory/history/2025-08-04_03-15Z-match-cycles-lighting-to-eevee-darkness.md new file mode 100644 index 0000000..8be6230 --- /dev/null +++ b/.specstory/history/2025-08-04_03-15Z-match-cycles-lighting-to-eevee-darkness.md @@ -0,0 +1,75 @@ + + +# Match cycles lighting to eevee darkness (2025-08-04 03:15Z) + +_**User**_ + +EEVEE lighting is WAY darker than cycles lighting. I want the eevee darkness. How do I achieve this in cycles? + +--- + +_**Assistant**_ + +I can help you achieve the darker EEVEE lighting look in Cycles. The main reason EEVEE appears darker is because it uses a different lighting model and doesn't have the same global illumination that Cycles provides. Here are several approaches to darken your Cycles render: + + +--- + +
+ Searched codebase "cycles lighting settings render properties" • **6** results + +| File | Lines | +|------|-------| +| `.gitattributes` | Lundefined-39 | +| `.gitignore` | Lundefined-123 | +| `assets/springtrap_rokokoRetarget.bmap` | Lundefined-106 | +| `.cursorindexingignore` | Lundefined-3 | +| `assets/springtrap_rokokoRetarget.bmap` | L201-305 | +| `assets/springtrap_rokokoRetarget.bmap` | L96-211 | + +
+ +--- + +Based on your Blender scene, here are the most effective ways to achieve the darker EEVEE lighting look in Cycles: + +## 1. **Reduce Light Intensity** +- Select your lights and reduce their **Energy** values significantly +- For area lights, try reducing from default values to around 50-100W +- For point/spot lights, reduce to 10-50W + +## 2. **Adjust World Settings** +- Go to **World Properties** → **Surface** +- Reduce the **Strength** value (default is 1.0, try 0.1-0.3) +- Or change the **Color** to a darker value + +## 3. **Modify Color Management** +In your **Color Management** section (which I can see in your properties panel): +- **Exposure**: Reduce from 0.000 to around -1.0 to -2.0 +- **Gamma**: Lower from 1.000 to around 0.8-0.9 +- **View Transform**: Try "Standard" instead of "Filmic" for less contrast + +## 4. **Adjust Sampling Settings** +In your **Sampling** section: +- Reduce **Max Samples** from 128 to 32-64 for faster preview +- Lower **Noise Threshold** to 0.05 for better quality + +## 5. **Use Light Paths Settings** +- Go to **Light Paths** section (currently collapsed in your panel) +- Reduce **Max Bounces** for Diffuse, Glossy, Transmission +- Set **Max Bounces** to 2-3 for each type + +## 6. **Add Volume Absorption** +- Add a **Volume Scatter** or **Volume Absorption** shader to your world +- This will darken the overall scene like EEVEE's simpler lighting model + +## 7. **Quick Method: Post-Processing** +- Use the **Compositor** to add a **Color Balance** node +- Reduce the **Lift** (shadows) and **Gain** (highlights) values + +The key difference is that EEVEE doesn't have global illumination, so it naturally appears darker. These settings will help you achieve that same look while maintaining Cycles' quality. + +Would you like me to help you implement any of these specific settings? + +--- + diff --git a/blends/SPOE_A.blend b/blends/SPOE_A.blend index 3092213..9ca10b6 100644 --- a/blends/SPOE_A.blend +++ b/blends/SPOE_A.blend @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:1e03931662f0f2482009dfd295c7c3a5a2474bd00db72ee5e193b93a68cc31d9 -size 650327 +oid sha256:30729aa263aacb7a62db81b769f7d73d9b9967c1d3c76d3b3d3992518ba4ad18 +size 727377