I'm trying to create an emissive store sign for Cycles that applies imperfections from a bitmap (I want the sign to appear weathered and distressed).
Working with a Principled BSDF, I know how to apply imperfections to the Base Color output by linking the imperfections bitmap to the BSDF's Roughness input, but this does not appear to affect the Emission output. Try as I may, I cannot figure out how to mix imperfections into the Emission color output (short of creating a color bitmap with imperfections already applied). Any suggestions? Thanks. Blender 3.3.0, Windows 11