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Docs for emissive color on StandardMaterial #20497
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thanks!
crates/bevy_pbr/src/pbr_material.rs
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/// 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
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Thanks! Love seeing you dive into rendering.
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. |
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.