Blender Principled Bsdf Emission Strength
This can be confusing but specifying strength in watts would not have been convenient.
Blender principled bsdf emission strength. Blender hoje comunidade de lĂngua portuguesa. The patch can be found here. It works in eevee and cycles. Right click select ideas for blender.
Blender today community driven blender news chat and live streams. Add an rgb node in order to input the exact color you want the emission to be a value node for the strength of the emission and link both of them to the color inputs of a mix rgb node set to multiply with a factor of 1 then set the output of the mix rgb to the emission input of the bsdf. Emissions have no place in a principled bsdf and should be removed from an already over crowded shader it is correct. Instead you had to add a multiply node before connecting it to the emission color.
People wanting a stronger strength are missing the point of a principled bsdf which is about modelling realism and less strengths can be got simply by reducing the light component of the principle colour white grey black or any other hue range you select. It was kind of a paper cut to an extent. Emission shaders on meshes are also in watts m 2. The principled bsdf had the awesome addition of emission and alpha unfortunately it was missing emission strength making it feel rather incomplete.
Light strength for point spot and area lights is specified in watts. Sun lights are specified in watts m 2 which require much smaller values like 1 w m 2. The node currently felt incomplete without it requiring the user to add a color blend node set to multiply with a value in order to control emission strength a bit of a paper cut if you ask me. I added an emission strength value to the principled bsdf node.
My patch to add emission strength to the principled bsdf is complete and should be ready to land. For ease of use you can use such a setup.