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V-Ray for SketchUp

Emissive

This page provides information about the Emissive material in V-Ray for SketchUp.

Last updated 1 September 2026

This page provides information about the Emissive material in V-Ray for SketchUp.

Overview

The Generic V-Ray material's Emissive preset is typically used to produce self-illuminated surfaces.

UI Paths

||V-Ray Asset Editor|| > Materials (right-click) > Emissive

||V-Ray Asset Editor|| > Create Asset (left-click) > Materials > Emissive

UI Options

The Emissive material settings are organized in Basic and Advanced modes. Switch the mode from the toggle button under the Preview Swatch or globally from the Configuration rollout of the Settings tab.

The Add Layer and Add Attribute buttons are provided for some V-Ray materials, including Emissive. For more information, see the Add Attribute and Add Layer sections.

The context menu of the Color slot provides options to Copy and Paste, as well as to Reset the color.

A Reset option is provided in the context menu of each Number Slider.

Emissive

Some options are available only in Advanced mode.

Color – Specifies the color of the light. A texture can be specified as well. See the Color and Texture examples below.

Intensity – Controls the strength of the light.

Transparency – Specifies the color that is transparent. For this parameter black stands for opaque and white for transparent color. A texture can be specified as well. See the Transparency Texture example below.

Emit On Back Side – When enabled, the object emits light from its back side as well. When disabled, only the front side emits light, and the material renders as black on the back sides. See the Emit On Back Side examples below.

Compensate EV – Used when rendering with the V-Ray Physical Camera. When enabled, the intensity of the material is adjusted to compensate for the camera exposure.

Color *Opacity – When enabled, the color of the light material is multiplied by the opacity texture. Otherwise, the color and opacity act independently (so-called additive transparency).

Example: Color and Texture, Intensity, Emit On Back Side

Here are some examples showing the difference in Intensity, the Emit On Back Side turned on and off and using an image in the Color Texture slot. Click on an image to enlarge it.

Intensity

= 1

Color

= White

Emit On Back Side

= Off

Intensity

= 5

Color

= White

Emit On Back Side

= Off

Intensity

= 1

Color

= White

Emit On Back Side

= On

Intensity

= 5

Color

= White

Emit On Back Side

= On

Intensity

= 5

Image loaded in the Color Texture slot.

Emit On Back Side

= on

Example: Transparency Texture On/Off

This example shows the usage of an image in the Transparency Texture slot. Both renders have the Emit On Back Side function turned on as well. The intensity is set to 10.

emissive_blue_intensity10_emitonbackside.jpg
emissive_blue_intensity10_emitonbackside_transparencytex_colorbyopacity.jpg

Multipliers

This rollout is available only in Advanced mode.

Mode – Specifies one of the following methods for adjusting textures.

Multiply – Multipliers can be specified to adjust colors and textures.
Blend Amount – Blend amounts can be specified to adjust colors and textures.

Color – Controls the intensity of the Emissive Color (light color).

Intensity – Controls the strength of the light.

Transparency – Controls the intensity of the Transparency Color, which determines the color that is transparent.

Viewport Display

Viewport Display – Enables connection/binding between V-Ray and the corresponding base application material.

Color – Enables color binding. Changing the V-Ray material color changes the corresponding base application material color and vice versa.

Opacity – Enables Opacity/Transparency binding. When enabled, changing the V-Ray material refraction changes the corresponding base application material opacity/transparency.

Texture Mode – Enables texture binding. Changing the V-Ray material texture changes the corresponding base application material texture and vice versa. Disabling this parameter allows for base app material changes without affecting the V-Ray material.

Auto – Binds the diffuse texture to the base app material.

Custom – A custom texture slot is bound to the base app material.

Viewport Texture – The selected texture is bound to the base app material. Keeping this slot empty in Custom mode shows a Helper Texture in the viewport.

Override Control

Can be Overridden – When enabled, the material can be overridden by the Material Override option in the Settings.

Attributes

The attributes from the following expandable menus are available for the Emissive material.

Translucency

Translucency

Bump

Bump

SketchUp2023_VRay6.2_Material_Attributes_Bump

Contour

Outline

SketchUp2023_VRay6.2_Material_Attributes_Outline

Displacement

Displacement

SketchUp2023_VRay6.2_Material_Attributes_Displacement

Raytrace Properties

Raytrace Properties

SketchUp2023_VRay6.2_Material_Attributes_Raytrace

Override

Override

SketchUp2023_VRay6.2_Material_Attributes_Override

Material ID

Material ID

SketchUp2023_VRay6.2_Material_Attributes_Material_ID

Layers

The Layers available for the Emmisive material are as follows.

VRay Mtl

Emissive

Diffuse Coat

Reflective Coat

Flakes 2

Stochastic Flakes

Notes

  • You can use the Emissive material as a light source assigned to an object. Increasing the Value of the color affects the GI solution and produces more light. Note that overbright colors may look the same as pure white but the GI results is different.
  • If you know the photometric power of a self-illuminated object in lumens (e.g. 1700 lm for a 100-watt bulb) you can calculate the multiplier for Emissive material if you divide the lumens by the surface area of the object in meters, provided that the self-illuminated color is pure white.
  • The direct illumination options currently only work properly if the Emissive material material is the only material applied on the object. They will not work if the material is part of a complex material like a Blend material. This restriction will probably be removed in a future release.
  • The 2D mapping (landscape) method only supports one UV mapping channel.
  1. – Calculated in the default SketchUp unit - inches.