This question already has an answer here:
How would I go about increasing the strength/distance of an
Emission texture without the texture getting brighter in Blender Cycles?
Lets say I take the following texture and make a light mask out of it. I then mix them equally with the Texture as a
Diffuse BSDF and the Mask as an
Strength set as
1.000 the texture looks ok but I feel it just isn't bright enough. But if I set it to something higher (like
100.000) the texture gets oversaturated.
Is there some way I can have the light emit to infinity if I so pleased, yet have the texture remain the same brightness in Cycles?