How to get emissive textures at Rhino materials?

If it doesn’t work than it could be nice if the logic behind the Rhino material could be changed. My idea is that if the user set a diffuse texture and enable “self-illumination” than this texture should be used instead the emission color. Better would be if the emissive color could be used as an intensity multiplier for the texture.

This is improved in Rhino 7 BETA, where you can assign a texture to the emission channel of a Physically Based material.

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Great, than my next step is to get it working with V-Ray. :wink:

Thank you.