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)
4 Comments
Hmm. Don't know - this seems like a rather random thing to add to a "Principled" Shader.
you can use ambient occlusion node set to inside and only local to get a graysacle based on thickness
Yes, emission should be part of the principled shader like all PBR shaders out there, not a separate emission shader. It's absurd.
use a"add shader". for thickness based you can use emission shader to volume input