Reply To: Tips for 360 Shot

Forum Archive Tips for 360 Shot Reply To: Tips for 360 Shot

#97445
Martin Bergwerf
Participant

    HI Jack,

    That is right, Emision is a ‘flat’ Shader.

    What you can do is model the texture of the glass and place an Emission behind it (sort of as it would be in real life).

    If some light hits the surface, you ccould maybe get away with a Bump (Voronoi Texture, Minkowski Metric, zero Randomness) Node in the Normal of A Principled Bsdf and use the Principled’s Emission, but as soon as the light is in the dark, it’ll be completely flat. (I hope this still makes sense.)