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Starting with a new scene, I inserted a UV sphere with a 5028' radius (1 mile). In edit mode, I removed the bottom half making it a dome, then flipped the normals inside.

Then I added an emission shader. In cycles, it's just black, no matter how much I turn up the light/emission power. It works OK in Eevee. I also can't get point lights bright enough to hit the dome.

It works fine if the dome is 100', so this has something to do with the scale. I changed camera clipping to 30k feet, and I also set clamping in cycles to 0 for both. I wonder if there is a "light clip" setting somewhere? I also tried using the light falloff node with constant and the maximum strength it would allow.

I'd post a picture, but it's just black....

How do I get an emission shader to work on a giant object and/or from a great distance?

2.82a

UPDATE:

Here is a test file:

There is no scene camera, just the viewport camera with cycles enabled. the camera is position inside the dome.

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    $\begingroup$ Hello :). Works just fine on my end. Make sure to increase camera and viewport clipping distance. You can also .share the .blend $\endgroup$ Apr 6, 2020 at 8:36
  • $\begingroup$ Added a test file to the post. $\endgroup$
    – Nick
    Apr 6, 2020 at 22:57

1 Answer 1

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As for your... uh... missing(?) light

The default world shader, and an example object;

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Your file when first opened;

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Disconnecting... whatever you were trying to do there;

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Adding a default cube;

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Decreasing the strength of your dome's emission... significantly;

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As for the point light question

I disconnected the emission (which generates light) and replaced it with a diffuse;

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Then I added a point light at a minimally affecting strength (for the size of the dome;

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Something a little stronger;

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And especially stronger;

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Conclusion

I honestly have no idea what your goal is, or if I've answered your question properly. Please let me know.

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    $\begingroup$ Thanks, so it looks like the issue was related to the world shader. The goal was to have the light passing through fog that reduces the distance visibility/clarity. $\endgroup$
    – Nick
    Apr 8, 2020 at 19:21

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