AlevamLtd Not sure what this demonstrates. If emission is stronger than you want it, darken the emission texture. You also might want to use a texture similar to albedo, not all white.

    xyz
    The point is that I'm trying to do this in a similar fashion to how its done in blender

    • xyz replied to this.

      AlevamLtd You can do it in the exact same fashion just need to adjust the texture intensity because Godot's renderer and Blender's renderer may calculate things differently as former is a realtime renderer and latter is not.

      Godot's standard material has the emission intensity multiplier property. So try to play with it to get the similar looking results. You also may want to disable environment/ambient illumination when tuning things.

        xyz
        So will that give the same results as in this picture?

        • xyz replied to this.

          AlevamLtd So will that give the same results as in this picture?

          It's easy enough to test it out.
          That look is 100% doable with emission and a bit of parameter adjustment.

            AlevamLtd what sort of parameters?

            Stuff under "Emission" section in standard material properties.
            Everything you need was answered multiple times in this thread. Time to stop asking questions and start doing things 😉

              AlevamLtd They likely pipe the textures to emission channel. Might be further enhanced with some clever color management and LUTs.

              Mind, in case of your spider here, the eyes are clearly meant to be emission but you can mix multiple textures cleverly via shaders/graph. you can also instead go with emission for the eyes and albedo for the rest, then use prebaked light maps to influence the albedo too. Skip using directional lights and rely more on lightmaps and ambient lighting...

              10 days later

              Okay, after asking around elsewhere I finally found a method that works best

              • I create a second StandardMaterial pass
              • Set the transparency mode to Alpha-Scissor
              • Set the shading mode to Unshaded
              • For the Albedo texture, I create a version of the base texture where only the fullbright pixels are visible
              • xyz replied to this.

                AlevamLtd With this you introduce an additional shader pass and an additional texture. Why do it like that when you can do it with a single pass and a single texture as I described above.

                AlevamLtd

                shader_type spatial;
                
                uniform sampler2D tex;
                
                void fragment() {
                	vec4 t = texture(tex, UV);
                	ALBEDO = t.rgb;
                	EMISSION = ALBEDO * t.a;
                }