I am working on a 2d short film and planning to do the FX and compositing on Blender. My problem is that when I import an image as a plane, the image becomes reliant on the lighting in the scene. Is there a way to have an image in the 3d scene that doesn't rely on the lighting in the scene? As in, can I import an image in Blender, delete the light from the scene, and have the image look exactly like I had it in photoshop? (see images below to visualise). I hope this makes sense.

Looking forward to hearing your thoughts.

Thank you! enter image description here

  • $\begingroup$ I'll have a chat with the others to see what the consensus is .. I'm not sure that this is actually a duplicate if you take more of the specific details into account? It's a toss-up .. see my answer here, on the dupe. $\endgroup$
    – Robin Betts
    Oct 25, 2023 at 15:34

1 Answer 1


In the Shader Editor, plug the Image Texture node into a Shader > Emission that you plug into the Output:

enter image description here

  • $\begingroup$ You can simply plug the texture in the Material Output, no need for an Emission shader. $\endgroup$ Oct 25, 2023 at 12:07
  • $\begingroup$ Yes I know, since the latest versions $\endgroup$
    – moonboots
    Oct 25, 2023 at 12:14
  • $\begingroup$ Yeah, well since 2.80 now which is more than 4 years old if you count that as "latest versions" ;) $\endgroup$ Oct 25, 2023 at 12:50
  • $\begingroup$ Sure but it's always better to know the basic nodes, plugging directly into the Output is like plugging an Emission $\endgroup$
    – moonboots
    Oct 25, 2023 at 13:07
  • 1
    $\begingroup$ plugin into the Emission of the Principled BSDF doesn't even give the same as Ctrl Shift LMB or as a simple Emission, it's still a mix between Diffuse (with Specularity) and Emission $\endgroup$
    – moonboots
    Oct 25, 2023 at 13:36

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