Emission not working on diffuse

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Hi,
I have a simple scene, a grid/ground plane and a sphere. The sphere uses a principled shader, with Emission on. My issue is that the sphere only lights the ground when the ground has a material with specular on. If I use a basic diffuse or a principled shader with specular off on the ground/grid, the sphere emission light doesn't affect the ground grid. Is this the standard behavior or I am missing something to have objects with emission on light other (diffuse) objects? I use Indie 16.0.759 on OSX 10.12.5
Thanks!
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I don't have this issue.

Maybe you could upload your hip
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Here's a scene where I don't get any emission light on the ground grid.

Attachments:
EmissionIssue.hiplc (542.3 KB)

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Your shader isn't creating the ‘issue’;

Move your ‘point’ light up the y axis more and give it more intensity/exposure.
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The point light is there just to override the default. As you can see is set to almost zero. The whole point of this is to make the sphere act as light, using the Emission.
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Then just turn off the point light instead of using a very small value.

Edit: Or if you want to keep the point light, turn the sphere into a geolight.
Edited by BabaJ - Nov. 4, 2017 20:11:10
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I'm not looking at the hip file, but if I had to guess, you need a diffuse bounce. Reflect defaults to 10 bounces, and thats why emission is visible in reflections. Go to the mantra node, and change diffuse limit to something greater than zero.
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Cool…thanks jsmack…that works…such a simple solution.
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BabaJ, you're missing the point. Forget about the point light, it is only there to override the default light (and if you set it to zero the default light turns back on). I'd like to light the ground grid just with the sphere light.
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Ok..but as I said…turning your sphere into a geolight allows you to control the diffuse on the grid with your emission from the shader.

And because of that, you no longer need the point light.
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jsmack, that was it! Thanks!
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