Whenever i increase the strength value of the emission the color of the object become whiter how can i for this example keep the blue texture ?
I don’t think you can without compositing
You can use the Light Path’s Is Camera Ray output as the mix factor for the emission strength.
Welcome …
…depending on you goal… if you want something like this:
The cube on the right is 10 times smaller and has a smaller “glowing” area: the small in the middle does have a greater one because it is “overlayed” with an additional bigger cube using the same emmission shader values… but not on the surface… but on the volume… the one at the bottom does have a sphere “overlayed”…
Doesn’t work with Bloom
Hi flofloppi999,
If you don’t care about photorealism, in the Render Properties under Color Management you could also change the View Transform to Standard instead of AgX or Filmic.
Standard also doesn’t work (that was my first thought), there’s no way to do this without compositing using the Bloom screen space effect in Eevee
Weird… I can’t replicate that, it works for certain blues but not pure blue. What Blender version is that?
Ah ok, I’m on 3.6.5
I am using Cycles. But assuming @floflopi999 uses the compositor, he can isolate the object and give it the color blue.
Interesting… it seems to only work on fully saturated colors:
Compared to a slightly more desaturated blue
Not sure why though
That seems… wrong but I suppose it’ll get the job done in this very specific case
Because a less saturated blue contains some red and green. So as the intensities go up and up and up, no matter how dim they started, they’ll eventually also reach 1, and the color becomes white. The blue keeps going proportionally higher, sure, but in Standard, which clips at 1, there’s no visible distinction between (1,1,100) and (1,1,1).
In that fully saturated blue, on the other hand, the red and green are truly zero instead of near-zero, so no matter how many times you multiply those values, they’ll never climb. They stay zero and the value remains pure blue: same phenomenon again, no distinction between (0,0,100) and (0,0,1).
Hey there,
Here is a workaround
by applying a mask to retrieve the emission color with compositing, it might not work as expected for each case but feel free to adapt compositing thresholds in your situation
The trick is to add a shaderAOV that can be exposed in render layers to mixup with the bloom effect.
For white objects you’ll have to set a white shaderAOV to replace white with white
EDIT: The solution above works if your color has a big “Value” (HSV). That’s already better than the initial statement (color only fully saturaded)