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Objective

Fixes #18993.

Solution

I've done my best to synthesize and carefully word the discussion in the linked issue. That said, this is not my domain, so critique is very welcome.

@alice-i-cecile alice-i-cecile added C-Docs An addition or correction to our documentation A-Rendering Drawing game state to the screen labels Aug 10, 2025
@alice-i-cecile alice-i-cecile added S-Needs-Review Needs reviewer attention (from anyone!) to move forward D-Straightforward Simple bug fixes and API improvements, docs, test and examples labels Aug 10, 2025
@alice-i-cecile alice-i-cecile added this to the 0.17 milestone Aug 10, 2025
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@atlv24 atlv24 left a comment

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thanks!

/// From a physical perspective, the units of the emissive color
/// are given in luminance (cd/m², aka nits), which is a measure of
/// the amount of light emitted per unit area.
///
/// Increasing the emissive strength of the color will impact visual effects
/// like bloom, but it's important to note that **an emissive material won't
/// light up surrounding areas like a light source**,
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an emissive material won't light up surrounding areas like a light source

Unless you're using solari :P

@alice-i-cecile alice-i-cecile requested a review from atlv24 August 10, 2025 23:16
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@tychedelia tychedelia left a comment

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Thanks! Love seeing you dive into rendering.

@alice-i-cecile alice-i-cecile added S-Ready-For-Final-Review This PR has been approved by the community. It's ready for a maintainer to consider merging it and removed S-Needs-Review Needs reviewer attention (from anyone!) to move forward labels Aug 12, 2025
@alice-i-cecile alice-i-cecile added this pull request to the merge queue Aug 12, 2025
Merged via the queue into bevyengine:main with commit 47eee93 Aug 12, 2025
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fintelia commented Aug 12, 2025

Did #13350 get reverted? Because that PR changed the emissive value so that it is not in units of cd/m^2 but rather is relative to the camera exposure.

The problem is the gltf spec gives two completely contradictory answers for what units the value is in, but no way to tell which is used. Both are reasonable in different situations, but materials using one convention will look totally wrong when rendered assuming the other one.

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A-Rendering Drawing game state to the screen C-Docs An addition or correction to our documentation D-Straightforward Simple bug fixes and API improvements, docs, test and examples S-Ready-For-Final-Review This PR has been approved by the community. It's ready for a maintainer to consider merging it
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StandardMaterial::emissive units not documented
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