I am using an image texture node as input to the emission node's color (basically, the texture controls the color of the emission).

Unfortunately, when I turn up the brightness of the emission node, the rendered mesh gets brighter and brighter until it's solid white.

I want the color of the mesh to stay the same but the light cast off by it to get brighter, is this possible do? How?


1 Answer 1


You can mix an emission shader with emission value 1 with an emission shader with a higher value based on the is camera ray output of the light path node. This way the camera will get the actual value with everything else getting the higher value.

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