Emission¶
The Emission node is used to add Lambertian emission shader. This can for example, be used for material and light surface outputs.
Cycles utilise une baisse par défaut de lumière physiquement correcte , Blender Internal utilise une baisse lissée avec un paramètre Distance. un effet similaire se trouve en utilisant le node Light Falloff avec le paramètre Smooth.
Light strength for point, spot and area lights is specified in Watts. This means you typically need higher values than Blender Internal, as you could not use a 1W light to light a room; you need something stronger like a 100W light.
Sun lights are specified in Watts/m2, which require much smaller values like 1 W/m2. This can be confusing, but specifying strength in Watts would not have been convenient; the real sun for example has strength 384.6×1024W. Emission shaders on meshes are also in Watts/m2.
Entrées¶
- Color
- Couleur de la lumière émise.
- Strength
- Strength of the emitted light. For point and area lights, the unit is Watts. For materials, a value of 1.0 will ensure that the object in the image has the exact same color as the Color input, i.e. make it “shadeless”.
Propriétés¶
Ce node n’a pas de propriété.
Sorties¶
- Emission
- The Emission shader output can both be plugged into the Surface Input as well as the Volume Input of the Material output node.