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  • Published 11 Sep 2018

Emission added to the principled shader

I would like an emissive to be added to the principled shader to properly light the material based on thickness in areas and temperature for color. Able to control the strength and Color (temperature)

In effect think of it like a emissive subsurface scatter. (That doesn't require external light)

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Development Status: Open

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blenderdiscord
11 Sep 2018

4 Comments

simonstoschu

Hmm. Don't know - this seems like a rather random thing to add to a "Principled" Shader.

3
iyadahmed

you can use ambient occlusion node set to inside and only local to get a graysacle based on thickness

caylsharp

Yes, emission should be part of the principled shader like all PBR shaders out there, not a separate emission shader. It's absurd.

321doker

use a"add shader". for thickness based you can use emission shader to volume input