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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 Intensity attribute Notes
standardSurface, aiStandardSurface emissionColor emission
openPBRSurface emissionColor emissionLuminance Different intensity attribute name
StingrayPBS emissive emissive_intensity Uses TEX_emissive_map + use_emissive_map for texture

Factor only

Set the emissive color and intensity 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 intensity exceeds 1.0, KHR_materials_emissive_strength is also written. Exports as emissiveFactor. If the resolved emissive result exceeds 1.0 in any channel, the exporter normalizes emissiveFactor and also writes KHR_materials_emissive_strength.

Factor-only emissive connection for standardSurface
standardSurface factor-only emissive setup.

Factor-only emissive connection for aiStandardSurface
aiStandardSurface factor-only emissive setup.

Factor-only emissive connection for openPBRSurface
openPBRSurface factor-only emissive setup.

Factor-only emissive connection for StingrayPBS
StingrayPBS factor-only emissive setup.

Note

An intensity 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 intensity attribute (emission, emissionLuminance, or emissive_intensity) above 0.0.

Exports as emissiveTexture with a neutral white emissiveFactor unless a tint is also set.

Texture-only emissive connection for standardSurface
standardSurface texture-only emissive setup.

Texture-only emissive connection for aiStandardSurface
aiStandardSurface texture-only emissive setup.

Texture-only emissive connection for openPBRSurface
openPBRSurface texture-only emissive setup.

Texture-only emissive connection for StingrayPBS
StingrayPBS texture-only emissive setup.


Factor + texture (tint)

glTF computes: emissiveFactor × emissiveTexture

When KHR_materials_emissive_strength is present, the final emissive result is additionally scaled by emissiveStrength.

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 intensity attribute above 0.0.

The colorComposite node carries the exported emissiveFactor tint. The shader intensity attribute (emission, emissionLuminance, or emissive_intensity) carries emissive strength, not the tint factor.

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 intensity with emissive_intensity.

The tint exports as emissiveFactor. If tint multiplied by intensity resolves above 1.0 in any channel, the exporter writes a normalized emissiveFactor plus KHR_materials_emissive_strength.

Emissive factor plus texture connection for standardSurface
standardSurface factor-plus-texture emissive setup.

Emissive factor plus texture connection for aiStandardSurface
aiStandardSurface factor-plus-texture emissive setup.

Emissive factor plus texture connection for openPBRSurface
openPBRSurface factor-plus-texture emissive setup.

Emissive factor plus texture connection for StingrayPBS
StingrayPBS factor-plus-texture emissive setup.

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 intensity attribute above 0.0 - a value of 0.0 disables emission on export.
  • The exporter writes KHR_materials_emissive_strength when the resolved emissive result exceeds 1.0 in any channel.
  • StingrayPBS uses its own dedicated emissive workflow through TEX_emissive_map, use_emissive_map, emissive, and emissive_intensity.