---
title: "Glow Parameters"
canonical: "https://rmanwiki-27.pixar.com/space/REN27/542216653/Glow%20Parameters"
format: markdown
---
> ⚠️ In the parameters below, some of them can be overridden by a [PxrLayer](https://renderman.atlassian.net/wiki/spaces/REN27/pages/542217837/PxrLayer) when connected to the **Input Material **or through a [PxrLayerMixer](https://renderman.atlassian.net/wiki/spaces/REN27/pages/542218974/PxrLayerMixer). [PxrLayerSurface](https://renderman.atlassian.net/wiki/spaces/REN27/pages/542216714/PxrLayerSurface) is designed to better illustrate which parameters are not able to be overridden in a layer by including only parameters that are global. We recommend this material when you know you will be layering. The results of these settings are unchanged.
> ⚠️ 
> ⚠️ - **Bold Face** parameters are layerable, able to be overridden per layer.
> ⚠️ - *Italicized* parameters are not able to be layered or overridden. These are globally obeyed for all layers. For example: Choosing GGX as a specular model will mean all layers will be GGX for that parameter.

### Glow Parameters

Glow can make an object *appear* to emit light. This is useful when you need a textured effect like lit panels, circuitry, lava, or other complex effects with local influence in lighting.

> ⚠️ This is not an efficient way to light a scene and would require indirect bounces to be at least 2 to be effective. We recommend this as a textured effect and not for actual lighting.

  


**Gain**

Glow gain or weight. Below we go from the default grey material and increase the gain (using white color) to 0.5 and then 1.0.

  


  


**Color**

Controls the incandescence color, or glow, of the material. Below are various examples of textured inputs to the Color parameter.

  


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![image](media://6d6bd9c4-942a-4260-8253-e118a4cedd70)

**RenderMan Fundamentals**  
  


> Macro (iframe)