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Apparently Blender .obj importing is a bit broken for emissive objects: it imports a [10,10,10] emission value as raw color (which should be in 0..1), while leaving the emission strength at zero (meaning the object does not, in fact, emit anything)

@lisyarus is this about emission per surface area vs emission per full area conversion maybe?

@lisyarus Makes sense! Converting between material systems is a lossy and sometimes not fun exercise but good if it becomes better!.

@breakin @lisyarus I spotted the same issue in my own code ( avoyd.com/ ) yesterday when I added support for emissive factors > 1.0 in my non-texture based export pipeline for .obj. Many thanks for submitting an issue (you beat me to it)!

As you found, using a texture map for emission fixes this, and that's the main approach I use to export material parameters, but it's harder to edit so I still keep this option available.

avoyd.comAvoyd Voxel Editor and RendererAvoyd Voxel Editor and Renderer - Create, import, export and render large voxel worlds - 3D art and rendering tool for voxel artists, map builders, and game developers

@lisyarus @dougbinks @breakin out of curiosity, is there any kind of agreement what color space the mtl quantities are in? is emissive linear? are Kd/Ka linear? what about textures that don't advertise their color space?

(we're currently doing lightmap baking with user-provided .objs that are usually emitted from some adobe/autodesk product and I've been struggling to get the full-pipeline srgb story straight...)

Doug Binks

@artificialmind @lisyarus @breakin I think colour values are linear but textures are expected to be sRGB.