Eevee emission reflections disappear when out of view I can't seem to get my emission shaders' reflections to cast on my model unless the emission shader's surface is actually in view.


Here I obscure the view of the surface I have the emission shader on from the first image and it no longer casts light on the rest of the model above it. 


I assumed I need an irradiance volume to get the reflections to work but after baking I still don't get any light out of it. 


I'm sure I'm missing something here but after extensive searching I just can't figure it out. Would appreciate some help. 

Edit: As far as I can tell, an irradiance volume should solve this issue, but it simply doesn't. Maybe Eevee isn't able to cast emissions if the emission itself is out of view but I can't find confirmation on that anywhere.

Edit 2: After more testing I still can't figure this out and I haven't received any useful replies. I'm fairly confident now that there's no way around this issue until the developers provide a solution.
You seem to be mistaking your bloom effect with indirect lighting.


Left: Indirect lighting, Right: Bloom

Bloom will not be visible once an object disappears from view (e.g. when the camera angle changes). The indirect lighting is very faint in your example since the emissive area is very small and the illumated surfaces are at a 90° angle.

However, even increasing the brightness of the emissive material won't help much if the samples of the light probe are too few. You will quickly get unnatural artefacts.



A solution could be to use a very dense light probe and a very bright emissive light. You will have to reduce/adjust the bloom effect which will be even brighter then.


Many samples.

But as you can see, there are some artefacts. Light probes are not very useful for very small emissive lightemitting meshes. A real solution would be, to reproduce the emission with normal lamps.