Emissive
glTF: emissiveFactor · emissiveTexture
The emissive property controls the color and intensity of light emitted by the surface, independent of scene lighting.
| Shader | Color attribute | Brightness attribute | Notes |
|---|---|---|---|
standardSurface, aiStandardSurface |
emissionColor |
emission |
|
openPBRSurface |
emissionColor |
emissionLuminance |
Different brightness attribute name |
StingrayPBS |
emissive |
emissive_intensity |
Uses TEX_emissive_map + use_emissive_map for texture |
Factor only
Set the emissive color and brightness directly on the shader.
standardSurface,aiStandardSurface: setemissionColorandemission.openPBRSurface: setemissionColorandemissionLuminance.StingrayPBS: setemissiveandemissive_intensity.
Exports as emissiveFactor. If brightness exceeds 1.0, KHR_materials_emissive_strength is also written.
Note
A brightness of 0.0 exports with no visible emission.
Texture only
Color space: sRGB
standardSurface · aiStandardSurface · openPBRSurface:
aiImage.outColor → shader.emissionColor
file.outColor → shader.emissionColor
StingrayPBS:
file.outColor → shader.TEX_emissive_map (enable use_emissive_map)
Also keep the brightness attribute (emission, emissionLuminance, or emissive_intensity) above 0.0.
Exports as emissiveTexture with a neutral white emissiveFactor unless a tint is also set.
Factor + texture (tint)
glTF computes: emissiveFactor × emissiveTexture
For standardSurface, aiStandardSurface, openPBRSurface:
- Connect
texture.outColor→colorComposite.colorA. - Set the tint on
colorComposite.colorB. - Set
colorCompositeto multiply mode. - Connect
colorComposite.outColor→shader.emissionColor. - Set the brightness attribute above
0.0.
standardSurface · aiStandardSurface · openPBRSurface:
texture.outColor → colorComposite.colorA → shader.emissionColor
For StingrayPBS: connect the texture to TEX_emissive_map (enable use_emissive_map), set the tint on emissive, and set brightness with emissive_intensity.
The tint exports as emissiveFactor. Brightness above 1.0 exports via KHR_materials_emissive_strength.
Note
Changing the shader swatch while a texture is connected does not create a separate exported tint. Use the colorComposite setup above.
UV transform
file nodes: set repeat, wrap, mirror, offset, and rotation on the connected place2dTexture.
aiImage nodes: wrap, scale, and offset export natively; rotation requires a place2dTexture.
UV set: assign via Maya's UV Set Editor or UV Linking — see UV Set Selection for node-type differences.
Notes
- Emissive is a color map. Always use
sRGBcolor space. - Keep the brightness attribute above
0.0— a value of0.0disables emission on export. - Brightness values above
1.0automatically write theKHR_materials_emissive_strengthextension. StingrayPBSuses its own dedicated emissive workflow throughTEX_emissive_map,use_emissive_map,emissive, andemissive_intensity.