Here is the problem with the object, but if i put a plane with emisson for example, everything works. Im using cycles.
Can you show us the wire view of both meshes?
If you object has lots of triangles/quads, the bevels will be almost the same and their difference should be minimal, almost (if not) zero.
Ok… I took a bit to look into your scene…
Normally, this is a worst case scenario for a raytracer (specially for Cycles).
In this case, I suspect that there’s a latency between the rays being traced from the surrounding objects, and the rays being traced by the Bevel nodes.
And not only that, as the whole object is marked internally as a light source, rays are thrown everywhere in the object direction. But as the surface that really has illumination is very small in comparison, most rays don’t hit the parts that are lited.
So, in essence, this method is flawed and not suitable for what you’re trying to acomplish.
As a suggestion, you could bake the Emission to a texture, and use that in the final render. It will work, but it’s not the best option.
Ideally, having a secondary mesh for the emission is the best choice. This way all rays will contribute to the final illumination.
Here’s an example below… I fixed the geometry, as it had some duplications and squished faces; extracted the edges, and added a thickness to them with GN.
test_fixed.blend (2.4 MB)
I appreciate the help, but is the objects material required to be something bright, beacuse when i change it to black, the emisson doesn’t work.
Edit: Never mind, just needed to change to Principled BSDF


