Emission Map Generator

Select the pixels that should appear self-lit, set their color and intensity, preview them in darkness, and download the map.

Source image to Emission map preview

Upload an image, select bright or colored regions with threshold controls, preview the emission map on a dark surface, and download a PNG locally.

Privacy: image decoding, pixel processing, preview, and PNG download run locally in the browser.

What does an emission map generator create?

An emission map generator selects source pixels with a luminance threshold, softens the transition around that threshold, and writes either the source color or a chosen emission color into the active pixels. Black output pixels do not emit. The map marks self-lit surface regions; bloom, exposure, global illumination, and light cast onto nearby geometry remain renderer settings.

Black pixels
No emission
Colored pixels
Emissive contribution
Bloom
Renderer post-process
Nearby illumination
Lights or GI

How to use the Emission Map Generator

  1. Choose the source

    Use an authored mask, sign texture, screen graphic, or source image whose bright regions correspond to intended emitters.

  2. Set threshold and softness

    Threshold decides where emission begins. Softness preserves antialiased edges instead of creating a harsh binary cut.

  3. Choose emitted color

    Keep source color for multicolored screens and signage, or apply one explicit color to a grayscale mask.

  4. Test beyond the map

    Download the texture, then set shader intensity, exposure, bloom, and any real scene illumination in the destination renderer.

Emission-map data and renderer glow are separate controls

Keeping these jobs separate prevents baked halos and duplicate lighting.

Emission-map data and renderer glow are separate controls
ControlStored in the map?Where to adjust it
Which surface pixels emitYesEmission map or mask
Emission colorSometimesColored map or shader color
HDR intensityUsually noMaterial or shader setting
Bloom and haloNoCamera post-processing
Light on nearby objectsNoLights, baking, or supported GI

Emission Map Generator FAQ

Does an emission map make nearby objects brighter?

Not by itself. The texture marks self-lit surface regions. Nearby illumination requires a light, baking, or a supported global-illumination path in the renderer.

Should an emission map be black and white or colored?

Use a grayscale mask when the shader supplies one emission color. Use colored output when different pixels need different emitted colors.

Why does the glow disappear in daylight?

Emission intensity, exposure, and tone mapping determine whether the self-lit contribution remains visible in a bright scene. Test both dark and bright lighting.

Does this page add bloom to the exported PNG?

No. The dark preview helps reveal the selected pixels, but the exported texture remains clean emission data without a baked camera halo.