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I am working on a 2d short film and planning to do the FX and compositing on Blender. My problem is that when I import an image as a plane, the image becomes reliant on the lighting in the scene. Is there a way to have an image in the 3d scene that doesn't rely on the lighting in the scene? As in, can I import an image in Blender, delete the light from the scene, and have the image look exactly like I had it in photoshop? (see images below to visualise). I hope this makes sense.

Looking forward to hearing your thoughts.

Thank you! enter image description here

Chking87
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  • I'll have a chat with the others to see what the consensus is .. I'm not sure that this is actually a duplicate if you take more of the specific details into account? It's a toss-up .. see my answer here, on the dupe. – Robin Betts Oct 25 '23 at 15:34

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In the Shader Editor, plug the Image Texture node into a Shader > Emission that you plug into the Output:

enter image description here

moonboots
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  • You can simply plug the texture in the Material Output, no need for an Emission shader. – Gordon Brinkmann Oct 25 '23 at 12:07
  • Yes I know, since the latest versions – moonboots Oct 25 '23 at 12:14
  • Yeah, well since 2.80 now which is more than 4 years old if you count that as "latest versions" ;) – Gordon Brinkmann Oct 25 '23 at 12:50
  • Sure but it's always better to know the basic nodes, plugging directly into the Output is like plugging an Emission – moonboots Oct 25 '23 at 13:07
  • I guess I'm a bit sensitive here :D It's maybe just because I'm always annoyed from that one youtuber who (despite using Node Wrangler) always plugs any node output into the Emission Color of a Principled BSDF only for previewing purposes instead of Ctrl+Shift+LMB which is so quick and handy... he doesn't want to create a shadeless material what is asked for here, it's just a quick preview. That bothers me each time. Sorry to project that huff onto your answer :) – Gordon Brinkmann Oct 25 '23 at 13:18
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    plugin into the Emission of the Principled BSDF doesn't even give the same as Ctrl Shift LMB or as a simple Emission, it's still a mix between Diffuse (with Specularity) and Emission – moonboots Oct 25 '23 at 13:36
  • hi @moonboots and Gordon Brinkmann, thanks so much for your answers. If I could just ask one more thing: I have a fake caustics effect on that 2d BG (see the vertical lighter lines on the second image) and the moment I plug the Image Texture into the Material Output, I get the desired effect of the light not affecting the BG but the fake caustics effect disappears along with it. Is there a way to retain it? thank you very much for your help! – Chking87 Oct 25 '23 at 15:00
  • Hello could you please pack your images (File >External Data > Pack Resources), save and share your file? – moonboots Oct 25 '23 at 15:34
  • Hello @moonboots, I just uploaded the file here: thanks a lot! – Chking87 Oct 25 '23 at 20:17
  • I'm not sure why you're using 2 planes, they are overlapping which creates a problem of Z-fighting, the image disappears, why don't you use one plane only? – moonboots Oct 25 '23 at 20:32
  • hey @moonboots, I am very new to Blender which means everything I do with the software is clumsy at the moment. The reason I split it in two planes was to have the one caustics effect that goes on the side of the pool and a different shaped caustic effect going on the bottom of the pool to give the impression of two different planes. I don't know how to do that in one plane... – Chking87 Oct 25 '23 at 20:58
  • So shouldn't the plane be perpendicular rather than overlapping? – moonboots Oct 26 '23 at 06:49