Quick Iray Emissive Question

Hey all. Just wondering if anyone has an answer to this question. When I set an emissive shader in iray, the item gives off the correct light as you would expect, but the item itself always goes white. Is there any way to set the item so that it matches the colour of the light given off, rather than always white?

Thanks, Cheet.

Comments

  • FishtalesFishtales Posts: 6,119

    Put the light texture in the Emission Colour and set it to white then set the Emission Temperature to set the light colour; 2500 is reddish, 4500 is daylight, 6500 is sunlight and 7500 is a halogen spotlight which is a bright bluish white, set the Luminance to Watts and set it to the bulb wattage you want, use Tone Mapping to get the image brightness required. You can even use an IES Profile in the Emission Profile if you have any

  • Oso3DOso3D Posts: 15,009

    Emission color will tend to veer toward apparent white as it gets brighter -- this is realistic. Like, most stars look blinding white if you look right at them, it's only when the light attenuates or reflects that you start seeing the color.

    You might be better off placing a light within a shade with, say, 80% refraction weight.

     

  • ToborTobor Posts: 2,300

    Color temperature influces the emission color you've selected, unless you turn the color temp to 0, as you've done. This is the right way to get a case of specific color. Otherwise, you're mixing the colors, and it can get confusing. Selecting 0 as the color temperature turns off the extra calculations required which you may not need anyway.

    But in your case, the luminance is probably just too bright to keep the surface itself from "blooming out" to white (the color the light casts looks the lightish-yellow you've chosen). You can try canging the base color so that the geometry itself has the hue you want. You probably need to fudge it a little to get the color you're after. There are other color channels in the surface pane you can try, but don't get too crazy. The more you fiddle with options that aren't directly related to creating a simple emissive, the more complex the shader becomes, and the longer it can take to render.

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