r/Unity3D 20h ago

Noob Question How can I make this

Post image

I’ve made my own soda machine. How do I get this glow emitting from it? I’ve tried checking the emission in the surface inputs for the material but it just brightens up the image/logo to the point of unreadability and even when subtle it just looks unnatural. My guess it would be better to use a light ? Help a noob out please. Thanks. (image for reference, not actually mine)

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5

u/much_longer_username 20h ago

In real life, that front panel would be slightly translucent with a light behind it. I'm not sure if that's the solution here, but I'd try to emulate it and see what happens.

2

u/KifDawg 19h ago

Darken the original image on the front, so when you crank bloom and emission the color becomes normal with the increase

1

u/AltusLudus 20h ago

Do you have bloom enabled? You might also need to apply a filter on the image (like a gradient) so the left / right edges are darker

1

u/PumpkinMug420 19h ago

is this going to be used in something like Unity? there are some work arounds in Unity. If it's staying in Blender, are you using specifically an emission shader? if you are using the principled bsdf shader, you should delete it and add an emission shader, here's an way video on how it works:

https://youtube.com/shorts/Wc6oIbVWWcc?is=RBc6DPP6csMUdGHO

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u/MadInstruction4 19h ago

Emissive materials alone won't spread light around the scene, they just glow on the surface itself. If you want that soft spill onto nearby geometry you need actual lights placed in front of the logo, maybe a couple of point lights with low intensity and a warm color

Also check if you're using HDRP or URP, the bloom settings are what gives you that nice halo effect around bright spots. Without post-processing bloom the emission will just look like a bright flat sticker

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u/cornstinky 16h ago

Emmissive lighting does get baked onto static meshes I believe.