Hold on, scratch one part of that. I figured out why the colors are so extreme. It’s just due to what blend mode I used. Although the colors still seem strangely extreme in the RGB version. I think the Spectral version might actually be more correct here.
By the way, for the future, I’d love to have an energy output for the blackbody node. Like, what I’d imagine is roughly this:
- Spectral Output: The spectrum corresponding to that temperature, normalized such that the peak (within the visible spectrum) is at 1. (Or maybe the integral below the curve in that range is 1?)
- Energy / Brightness Output: Gives the correct factor, given the temperature, to multiply the spectrum by such that the relative energy output is physically accurate. I.e. if you heated something to the given temperature, it’d glow as brightly as given by the energy output. (Maybe normalized such that the standard whitepoint at, what is it, 6500K? gets assigned an energy output of 1? - what matters is that the relative brightness would be correct)
Because right now I have to fudge it and I think that’s part of what leads to this crazy bright red situation which happens for very cool objects that are somehow still glowing extremely brightly.
Anyway, if you want the file for testing, here it is:
https://www.dropbox.com/sh/kjazoz6fp3ecs14/AADyvIYmos0-hWlaPFz99JAKa?dl=0