Material Emission in half-shadow during sunlight

Hi all,

I have glowing objects in half-shadow. I already tried cranking up the emission by multiplying my texture sample by 100, but I can just see the emission during the night.
I know this is a fidelity problem since the sunlight is much brighter.

Is there a way to boost emission and glow so that the monitor and those elements on the container can glow?

Have you tried the emission pin? ( silly question maybe )

I use the luminance of my texture for emission, even multiplied it, before inputting into the material. Did you mean this emission pin?

Emission is working, but just visible during “night”

It will be visible at night, that’s the point :slight_smile:

What are trying to achieve?

I want visible light emission and glow on those elements during sunlight.
In the scene above (half shadow)

Ok, I tried adding a very hard spotlight with 20k cd but it is invisible.
Am I missing something here?

How can I light up those elements?
Emission or light, I just need this for some mockups so trickery is ok

ok, seems the way to go is with a directional light instead of sunsky.
Is sunsky overriding my other light sources, or is this modeled so close to reality that it’s impossible to light objects in sunlight? I mean 20k cd is a lot.

Last I checked the SunSky actor has a 75k lux directional light, which is in the range of “realistic sunlight intensity”

When you have such a bright lightsource, dimmer lightsources will usually be barely visible if at all.

For example think about trying to check your phone outside on a bright sunny day, usually you’ll need to crank the brightness up really high to see anything (phones usually do this automatically), even then you might need to shade it with your hand or angle it away from the sun.

The default directional light is only 10 lux, not at all realistic, but it works better in most cases (including when using Lumen)

You do have other options for your material, you can anchor the emissive output to the exposure by using the InverseEyeAdaptation node in your material. You’ll likely need to reduce the emissive intensity substantially.

Another option is to set your materials blending mode to additive, that will always add to whatever light is on the screen. Again you’ll probably need to reduce the emissive intensity if you do this.

Wanted to drop an answer here because I was having similar issues with in-world waypoint markers using the sunsky actor, and came across both this thread and a solution to the problem today.

Here’s what fixed the issue for me, as the post says, the EyeAdaptationInverse function is necessesary to make emissive light sources render properly when using high-intensity lights like the sunsky actor and eye adaptation. Due to how it works, I had to reduce the intensity slightly before hooking it into the eye adaptation inverse node, but it looks as expected afterwards.

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life saver :slight_smile: