Emissive strength
Emissive strength scales a surface’s emitted radiance beyond the core emissive color range for HDR highlights and bright displays.
CompareEmissiveStrength compares emission levels; EmissiveStrengthTest increases the multiplier across a row of cubes. Select Sample model to compare the supplied examples. Drag to orbit and scroll to zoom.
PBRMaterial reference
PBRMaterial from @luma.gl/experimental is a typed engine Material backed by the shared
pbrMaterial shader module. Its material fields are defined by PBRMaterialUniforms from
@luma.gl/shadertools. Pass them through createPBRMaterial(device, {uniforms}) or update them with
material.setProps({pbrMaterial: {...}}).
The fields below are optional. Defaults are the shared shader defaults; imported assets can supply other values.
| Field | Type | Default | Description |
|---|---|---|---|
emissiveFactor | Readonly<Vector3 | NumberArray3> | [0, 0, 0] | Linear RGB emissive color. |
emissiveStrength | number | 1 | Nonnegative multiplier; values above 1 allow HDR emission. |
emissiveMapEnabled | boolean | false | Enables emissive texture sampling. |
PBRMaterialBindings
Texture bindings accept Texture | null. createPBRMaterial() derives the map-enabled flag; the model still needs the corresponding shader define.
| Binding | Model define | Description |
|---|---|---|
pbr_emissiveSampler | HAS_EMISSIVEMAP: true | sRGB emissive RGB, multiplied by factor and strength. |
Supporting APIs
createPBRMaterial
createPBRMaterial(device, {uniforms, bindings, factory}) from @luma.gl/experimental returns
a PBRMaterial. uniforms sets the fields listed above, bindings supplies material textures,
and the optional factory shares a compatible binding schema across materials. The helper
derives map-enabled flags from the supplied bindings; explicit uniform values take precedence.
MaterialFactory
createPBRMaterialFactory(device) from @luma.gl/experimental creates a reusable engine
MaterialFactory configured with the pbrMaterial shader module. Pass this factory to
createPBRMaterial() when creating several compatible materials.
Material
Material from @luma.gl/engine owns material uniforms and texture resources.
setProps({pbrMaterial: {...}}) updates uniform values. Pass the material to a compatible
Model through its material prop; models sharing it observe the same updates.
Use clone({bindings: {...}}) when an appearance needs separate texture resources.
Adding a texture or changing a shader feature may require matching defines and a compatible
model shader layout.
See the materials guide and
pbrMaterial reference.
Usage
import {Model} from '@luma.gl/engine';
import {createPBRMaterial, type PBRMaterial} from '@luma.gl/experimental';
// device is an initialized Device.
const material: PBRMaterial = createPBRMaterial(device, {
uniforms: {
emissiveFactor: [0.1, 0.5, 0.9],
emissiveStrength: 8
}
});
// modelProps contains your shaders, geometry, and buffer layout.
const model = new Model(device, {
...modelProps,
material
});
Emission is visible without a scene light, but does not illuminate nearby objects in this raster viewer. Bloom is a separate effect; tone mapping and display headroom affect the apparent difference between high strengths. See emissive surfaces for core emissive textures.
glTF support
KHR_materials_emissive_strength.emissiveStrength multiplies core emissiveFactor and emissiveTexture. When the extension is absent the multiplier is 1. The parser preserves this scalar in PBRMaterial; this field does not require USE_MATERIAL_EXTENSIONS in the current shader.
See glTF materials and textures and the extension support matrix for import details.