I’m trying to create a model of a computer screen that is turned on. The screen image is supposed to be sharp and bright against the dark surrounding (since a real screen emits light so the screen is visible and it lights up its surroundings), but it’s also supposed to show the screen contents. The screen content is a decal at the moment.
No matter what I try, I cannot get the right result; in the attached sample model, there are 2 Screen layers (only one of them is supposed to be visible at a time) - one is the screen only with the decal and the other two are the screen with the decal and an emission material (33% and 100%, respectively). The screen surface is set to not receive shadows.
If I try to render with just the decal (no emission), the screen is dark (as expected). If I render with the decal + 33% emission, the decal is washed out by the emission light. Using the 100% emission variant the decal becomes completely invisible, as the screen becomes a light.
Is there a better approach to get the effect I’m going for or is this something that I can only do in Photoshop after rendering?
Here’s a sample picture that shows roughly what I’m after (screen content visible in dark room and casts light on surroundings):
@JimCarruthers I didn’t think of that, thank you, but how do I do that? When I open the emission material, it has no texture option. Should I use Blend with an emission and the picture with the decal as the texture?
Is there a better option? This is a big step forward, self-illumination makes it much better, but it doesn’t illuminate the surroundings. When I use the emission color option, that washes the image out again.
Use a PBR material with the blue screen image applied as a texture to the emission property. Up the intensity to, say, 1.6. Also, set the Base Color to black to avoid washing out the image.
Note that the emission material is just a simple interface to the physically based material. For more control after adding emission material change the material type from emission material to physically based. You can then add the texture.