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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: set emissionColor and emission.
  • openPBRSurface: set emissionColor and emissionLuminance.
  • StingrayPBS: set emissive and emissive_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:

  1. Connect texture.outColorcolorComposite.colorA.
  2. Set the tint on colorComposite.colorB.
  3. Set colorComposite to multiply mode.
  4. Connect colorComposite.outColorshader.emissionColor.
  5. 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 sRGB color space.
  • Keep the brightness attribute above 0.0 — a value of 0.0 disables emission on export.
  • Brightness values above 1.0 automatically write the KHR_materials_emissive_strength extension.
  • StingrayPBS uses its own dedicated emissive workflow through TEX_emissive_map, use_emissive_map, emissive, and emissive_intensity.