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Bryson Jack
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What I want:

I want to take a model that has an albedo/diffuse, normal, ao, specular, gloss maps, etc. and I also want to add an emission map that will cause specific parts of the model to emit lightglow based on the colors represented in my emission map. Basically I want to achieve what this person seems to be doing with no issues: http://youtu.be/crMxJ6Ge1jE.

What I am getting:
The results that I get is that the emission map acts like a traditional stencil where whatever colors I paint on the emission map are cutout and whatever is underneath in the albedo/diffuse map shows up and becomes an emission of light instead of what is on my emission map.

What I have tried:
I took a cube, created a material and a texture slot and textured it with a blue color like this:

albedo cube

I then created an emission map (green dot painted on it) and assigned it to a new texture slot. Here you can see the two maps that I am using.

albedo and emission maps

I have tried several emission map setups as follows:

Emission Map Setup #1

Influence (All defaults except):
Color unchecked
Emit checked with value of 1
RGB to Intensity checked
RGB 0,0,0 (Black)

Result

Emission Map Setup #2 (tutorial method)

Influence (All defaults except):
Blend mode set to Divide
Negative checked

The tutorial method didn't work at all. With no lighting, the cube was pure black with no emission.

Here is the blend file (zipped)
https://dl.dropboxusercontent.com/u/6647893/Forum_Help/EmissiveProblem.zip

What I want:

I want to take a model that has an albedo/diffuse, normal, ao, specular, gloss maps, etc. and I also want to add an emission map that will cause specific parts of the model to emit light based on the colors represented in my emission map. Basically I want to achieve what this person seems to be doing with no issues: http://youtu.be/crMxJ6Ge1jE.

What I am getting:
The results that I get is that the emission map acts like a traditional stencil where whatever colors I paint on the emission map are cutout and whatever is underneath in the albedo/diffuse map shows up and becomes an emission of light instead of what is on my emission map.

What I have tried:
I took a cube, created a material and a texture slot and textured it with a blue color like this:

albedo cube

I then created an emission map (green dot painted on it) and assigned it to a new texture slot. Here you can see the two maps that I am using.

albedo and emission maps

I have tried several emission map setups as follows:

Emission Map Setup #1

Influence (All defaults except):
Color unchecked
Emit checked with value of 1
RGB to Intensity checked
RGB 0,0,0 (Black)

Result

Emission Map Setup #2 (tutorial method)

Influence (All defaults except):
Blend mode set to Divide
Negative checked

The tutorial method didn't work at all. With no lighting, the cube was pure black with no emission.

Here is the blend file (zipped)
https://dl.dropboxusercontent.com/u/6647893/Forum_Help/EmissiveProblem.zip

What I want:

I want to take a model that has an albedo/diffuse, normal, ao, specular, gloss maps, etc. and I also want to add an emission map that will cause specific parts of the model to glow based on the colors represented in my emission map. Basically I want to achieve what this person seems to be doing with no issues: http://youtu.be/crMxJ6Ge1jE.

What I am getting:
The results that I get is that the emission map acts like a traditional stencil where whatever colors I paint on the emission map are cutout and whatever is underneath in the albedo/diffuse map shows up instead of what is on my emission map.

What I have tried:
I took a cube, created a material and a texture slot and textured it with a blue color like this:

albedo cube

I then created an emission map (green dot painted on it) and assigned it to a new texture slot. Here you can see the two maps that I am using.

albedo and emission maps

I have tried several emission map setups as follows:

Emission Map Setup #1

Influence (All defaults except):
Color unchecked
Emit checked with value of 1
RGB to Intensity checked
RGB 0,0,0 (Black)

Result

Emission Map Setup #2 (tutorial method)

Influence (All defaults except):
Blend mode set to Divide
Negative checked

The tutorial method didn't work at all. With no lighting, the cube was pure black with no emission.

Here is the blend file (zipped)
https://dl.dropboxusercontent.com/u/6647893/Forum_Help/EmissiveProblem.zip

Tweeted twitter.com/#!/StackBlender/status/560202971485839360
edited tags; deleted 36 characters in body; edited title
Source Link
David
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How do I setup an emission map for blender internal?

What I want:

I

I want to take a model that has an albedo/diffuse, normal, ao, specular, gloss maps, etc. and I also want to add an emission map that will cause specific parts of the model to emit light based on the colors represented in my emission map. Basically I want to achieve what this person seems to be doing with no issues:
  http://youtu.be/crMxJ6Ge1jE.

What I am getting:

  
The results that I get is that the emission map acts like a traditional stencil where whatever colors I paint on the emission map are cutout and whatever is underneath in the albedo/diffuse map shows up and becomes an emission of light instead of what is on my emission map.

What I have tried:

  
I took a cube, created a material and a texture slot and textured it with a blue color like this:

albedo cube

I then created an emission map (green dot painted on it) and assigned it to a new texture slot. Here you can see the two maps that I am using.

albedo and emission maps

I have tried several emission map setups as follows:

Emission Map Setup #1

Influence (All defaults except):
  
Color unchecked
  
Emit checked with value of 1
  
RGB to Intensity checked
  
RGB 0,0,0 (Black)
 

Result

Emission Map Setup #2 (tutorial method)

Influence (All defaults except):
  
Blend mode set to Divide
  
Negative checked
 

The tutorial method didn't work at all. With no lighting, the cube was pure black with no emission.

Here is the blend file (zipped)

  
https://dl.dropboxusercontent.com/u/6647893/Forum_Help/EmissiveProblem.zip

How do I setup an emission map?

What I want:

I want to take a model that has an albedo/diffuse, normal, ao, specular, gloss maps, etc. and I also want to add an emission map that will cause specific parts of the model to emit light based on the colors represented in my emission map. Basically I want to achieve what this person seems to be doing with no issues:
  http://youtu.be/crMxJ6Ge1jE.

What I am getting:

  The results that I get is that the emission map acts like a traditional stencil where whatever colors I paint on the emission map are cutout and whatever is underneath in the albedo/diffuse map shows up and becomes an emission of light instead of what is on my emission map.

What I have tried:

  I took a cube, created a material and a texture slot and textured it with a blue color like this:

albedo cube

I then created an emission map (green dot painted on it) and assigned it to a new texture slot. Here you can see the two maps that I am using.

albedo and emission maps

I have tried several emission map setups as follows:

Emission Map Setup #1

Influence (All defaults except):
  Color unchecked
  Emit checked with value of 1
  RGB to Intensity checked
  RGB 0,0,0 (Black)
 

Result

Emission Map Setup #2 (tutorial method)

Influence (All defaults except):
  Blend mode set to Divide
  Negative checked
 

The tutorial method didn't work at all. With no lighting, the cube was pure black with no emission.

Here is the blend file (zipped)

 https://dl.dropboxusercontent.com/u/6647893/Forum_Help/EmissiveProblem.zip

How do I setup an emission map for blender internal?

What I want:

I want to take a model that has an albedo/diffuse, normal, ao, specular, gloss maps, etc. and I also want to add an emission map that will cause specific parts of the model to emit light based on the colors represented in my emission map. Basically I want to achieve what this person seems to be doing with no issues: http://youtu.be/crMxJ6Ge1jE.

What I am getting: 
The results that I get is that the emission map acts like a traditional stencil where whatever colors I paint on the emission map are cutout and whatever is underneath in the albedo/diffuse map shows up and becomes an emission of light instead of what is on my emission map.

What I have tried: 
I took a cube, created a material and a texture slot and textured it with a blue color like this:

albedo cube

I then created an emission map (green dot painted on it) and assigned it to a new texture slot. Here you can see the two maps that I am using.

albedo and emission maps

I have tried several emission map setups as follows:

Emission Map Setup #1

Influence (All defaults except): 
Color unchecked 
Emit checked with value of 1 
RGB to Intensity checked 
RGB 0,0,0 (Black)

Result

Emission Map Setup #2 (tutorial method)

Influence (All defaults except): 
Blend mode set to Divide 
Negative checked

The tutorial method didn't work at all. With no lighting, the cube was pure black with no emission.

Here is the blend file (zipped) 
https://dl.dropboxusercontent.com/u/6647893/Forum_Help/EmissiveProblem.zip

Source Link
Bryson Jack
  • 3.8k
  • 11
  • 39
  • 52

How do I setup an emission map?

What I want:

I want to take a model that has an albedo/diffuse, normal, ao, specular, gloss maps, etc. and I also want to add an emission map that will cause specific parts of the model to emit light based on the colors represented in my emission map. Basically I want to achieve what this person seems to be doing with no issues:
http://youtu.be/crMxJ6Ge1jE.

What I am getting:

The results that I get is that the emission map acts like a traditional stencil where whatever colors I paint on the emission map are cutout and whatever is underneath in the albedo/diffuse map shows up and becomes an emission of light instead of what is on my emission map.

What I have tried:

I took a cube, created a material and a texture slot and textured it with a blue color like this:

albedo cube

I then created an emission map (green dot painted on it) and assigned it to a new texture slot. Here you can see the two maps that I am using.

albedo and emission maps

I have tried several emission map setups as follows:

Emission Map Setup #1

Influence (All defaults except):
Color unchecked
Emit checked with value of 1
RGB to Intensity checked
RGB 0,0,0 (Black)

Result

Emission Map Setup #2 (tutorial method)

Influence (All defaults except):
Blend mode set to Divide
Negative checked

The tutorial method didn't work at all. With no lighting, the cube was pure black with no emission.

Here is the blend file (zipped)

https://dl.dropboxusercontent.com/u/6647893/Forum_Help/EmissiveProblem.zip