Im working on a dark warhammer like scene with a lot of metal and emissive lights in trim sheets. When the emissive strength of the material is cranked beyond 10, for my purpose i want to have it at 100 so it really emits light in a nice dramatic way, the scalar value of anything above 10 starts making strange green seems everywhere. I checked the normal map, albedo, roughness and metallic map but there are absolutley no signs of green or blue or whatever is that i causing the problem. Any help would be greatly apretiated!
Maybe it’s a fault in the mesh itself. looks like as you have lit the scene it’s reveals a fault in the panels more so then an issue with the method you’re using, can you move those black panels closer or is that seam just not textured. If you look closely it’s green and grey looks like unshaded model, it’s not actually emitting light but light is reflecting off it revealing poorly joined seams in the texture or mesh.
Can you use shadows or something to cover it.
Its not the meshes fault, even i put a different texture on and combine and merge all the vertices it still does the same thing.
Found the solution. It was a shader/node problem. It was a texture multiplied by a scalar value for strength and to avoid the green artefacts all i had to do was add a Floor node before connecting it to the emissive output.