I deleted all the lights in my scene. However even without light some of my textures are uniformily "lighted up", or at least visibleas you can see on the picture. enter image description here The visible textures are psd files I put via texture nodes. This makes my textures very flat looking. Any idea what causes this and how to get rid of it?

Here is a picture of the texture nodes. The two circled in red are the ones that appeared "lighted up" in render view. enter image description here

  • 2
    $\begingroup$ Hello, and welcome. It looks as if you may have plugged your image-texture nodes straight into the material output, without a shader (e.g. 'Principled') in the way, to govern the light-response of the surface. If you're asking a question about materials, it might make sense to include an image of your material nodes. $\endgroup$ Aug 12 at 7:49
  • $\begingroup$ Hi @RobinBetts thank you for your quick reaction. I added a picture of my nodes. The problematic textures are indeed directly connected to the output (well there is a mix shader node in between). I have a principled but it is connected separately from my problematic textures. What type of node could I had and with which parameters? $\endgroup$
    – user130442
    Aug 12 at 8:03
  • $\begingroup$ Assuming the psds are of the desired diffuse color, you could, for example, plug the image (or a mix of your images) into the 'Base Color' input of a Principled shader. Colors are colors; they are parameters to shaders, they are not shaders themselves. (Although Blender has the default 'flat' shader you are currently getting, if you don't specify one) $\endgroup$ Aug 12 at 8:27
  • $\begingroup$ If you directly plug the Image Texture into the Output it won't work in Cycles and it will act as if there was an Emission node in Eevee, so as everybody says you need to use a Diffuse after the Image Texture (or a Principled BSDF, that will act as a Diffuse by default) $\endgroup$
    – moonboots
    Aug 12 at 8:50

The problem is thts you connected the Textures directly to the Mix Shader Node.

To fix the problem you should add a BSDF Node between: the texture Node connects to the BSDf's color socket and the BSDF connects to the mix node.

I would use the principled BSDF but you can use any one.


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