Emission Map Guide for Artists
Emission Map Guide for Artists
Emission maps are used to describe how much bloom/glow should be emitted from parts of a sprite/texture.
Emission maps are grayscale: black means no emission for that pixel, white means full intensity emission. To start, here’s an example of a sprite with its corresponding emission map:
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We don’t want the entire building sprite to be emitting bloom/glow, so we create an emission map in which everything is black except the windows of the building. The result is that only the windows will emit a glow. Most lighting effects should be achieved through programmed lighting and emission, so most art will not need lighting drawn into them.
Example table to describe the relationship between a sprite, its emission map, and the emitted bloom.
Sprite pixel color |
Emission map pixel color |
Final emitted bloom |
White (Full intensity color) |
White (Full intensity color) |
White, full intensity |
White (Full intensity color) |
Black (No intensity color) |
No emission |
White (Full intensity color) |
Grey (Half intensity color) |
White, half intensity |
Yellow (Full intensity color) |
Grey (Half intensity color) |
Yellow, half intensity |
Yellow (Full intensity color) |
Black (No intensity color) |
No emission |
Grey (Half intensity color) |
White (Full intensity color) |
Grey, full intensity |