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
Choose the source
Use an authored mask, sign texture, screen graphic, or source image whose bright regions correspond to intended emitters.
Set threshold and softness
Threshold decides where emission begins. Softness preserves antialiased edges instead of creating a harsh binary cut.
Choose emitted color
Keep source color for multicolored screens and signage, or apply one explicit color to a grayscale mask.
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.
| Control | Stored in the map? | Where to adjust it |
|---|---|---|
| Which surface pixels emit | Yes | Emission map or mask |
| Emission color | Sometimes | Colored map or shader color |
| HDR intensity | Usually no | Material or shader setting |
| Bloom and halo | No | Camera post-processing |
| Light on nearby objects | No | Lights, 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.