Why do colors change after adding Emission shader? EEVEE

Hi everyone :smiley:

I would like to give an “outer glow” to Suzanne the monkey so that It emits some red and purple lights (and the plane should reflect them).

To illuminate the monkey, I added the Emission shader and there are two cases:

  1. Using low strength values keeps the colors but it doesn’t emit enough light.

  2. Using high strength values emits the required light but the colors of the monkey change!

Moreover, the outer glow is widely distributed or travels far away from the monkey until it fades. I need it to be more dense and lights a small area (Just like a candle or a matchstick)… They light the area around them only.

My main problem is that the colors change when I increase the strength. I need to emit light with the same red and purple colors (not yellow and purple with white line separating the two colors). How can I solve this?

To change the distance the light travels, change “radius” in properties/render/bloom.

Making things “emit more light” without changing their color is a hard thing to talk about-- bloom is a trick, the light is represented by multiple values, it’s not really light. But essentially, you’re not going to get the hue to stay the same without dropping the emission strength. Drop emission strength to 1.0 max, use a primary color (like 1,0,0, not 1,0,0.2), then play with other bloom settings (threshold, intensity) and that’ll get you closest to what you’re asking for.

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Thank you so much for the answer. I would like to talk more about the Bloom settings. What If I have multiple objects and I want to have different light intensity and radios for each objects? As shown in the pictures, the light in both monkeys increase and decrease by the same amount.

Why would I need something like that? Because I have different objects in my scene that should emit different amounts of light such as a matchstick, some sparks. On top of that, I already rendered the first part of the animation so I don’t want to change the bloom to keep the same amount of light in the scene like bulbs and things like that.

You can’t use different bloom settings for different objects.

You could look at some compositing tutorials for creating bloom in compositing and possibly get different-ish settings on a per object basis, but that would be advanced and require quite a bit of experience-- there’s not going to be a tutorial directly for that, just for recreating the kind of bloom Eeeve creates. (And IMO, it wouldn’t be worth the trouble.)

If you’re trying to match existing animation, you can’t change any bloom settings. All you can do is change emission strengths and colors.

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I don’t see a problem with using emission strength values over 1.
Of course the bloom can only be controlled globally, however the emission strength as a huge impact on the amount of bloom.
For this example I used the exact same color, the left object has an emission strength of 2.5, the right one of 14.4.

Of course, due to the higher emission value the actual color changes to white on the right one. If you want to have the same base color with different amount of blooms, you would now need to change the base color of the left object to be more white. Then however, the bloom color of that one changes as well.

You need to take a compromise, but I think if you play with the values and colors you can get pretty close to what you want.

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It’s not a general rule. It’s something to do if you don’t want the color to change.

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Yeah but that’s just how light works. It always depends on the lighting situation, the light intensity and the light sensitivity. For example: take a blue light and watch it through a camera. With normal exposure it looks blue but as soon as you crank up the exposure it turns white even though it still emits blue light which can be seen on its surrounding object. If you look into a lamp, it’s also brighter than the color it’s emitting to the neighboring objects.

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I think I misunderstood both of you a little bit. I didn’t notice he wrote that this color change is the problem.
Now I got it and here’s how to work around this problem.

Some things to keep in mind:

  1. The bloom color is defined be the emission color.
  2. The bloom intensity is defined by the emission strength and the bloom settings.
  3. The mesh color is defined by the emission color and the emission strength.
  4. If emission strength = 1, the emission color is unchanged. If you increase the emission strength, the color gets brighter.

With that in mind we can get the desired mesh color in two ways:

  1. Choose the desired color and set the emission strength to 1.
  2. Choose a darker color and increase the emission strength (because it brightens the initial color).

It’s a little fiddly to get the colors correct but here’s an example:

The right monkey has a dark red with an emission strength of 7. I took a screenshot of it and using a color picker you can get the HEX code for the red in the middle. So I used that one with an emission strength of 1 on the left object to get the same base color but different emission strength and therefore different bloom intensities.

I hope that helps.

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