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I'm trying to simulate an image taken by a telescope of objects close to the moon. So far, I have managed to have the moon correctly illuminated, and using the lightpath node, it emits light without blowing the textures. enter image description here

The problem now is the dark side of the moon is not very dark. To solve this problem and make the scene more realistic, I would like only the portion of the moon illuminated to emit light. Is there any way to basically create a mask of the illuminated portion to use it as a factor into the mix shader for the light emitted?

  • This was asked just today https://blender.stackexchange.com/questions/288377/is-there-a-way-to-change-emission-strength-based-on-the-amount-of-light-hitting and as been asked multiple times before already – Duarte Farrajota Ramos Mar 14 '23 at 00:04
  • https://blender.stackexchange.com/questions/86775/make-light-paths-only-pass-through-non-emitted-areas/ https://blender.stackexchange.com/questions/116394/how-to-make-texture-appear-only-in-dark-spots https://blender.stackexchange.com/questions/167948/is-it-possible-to-have-a-node-value-correspond-to-how-much-light-is-hitting-that https://blender.stackexchange.com/questions/166465/how-to-achieve-dynamic-lightning-for-day-night-earth-planet https://blender.stackexchange.com/questions/5845/how-can-i-mix-two-materials-based-on-incoming-light – Duarte Farrajota Ramos Mar 14 '23 at 00:05

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