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Hi everyone, I’m Gordon — I teach Blender. In this video, we finish the PBR texture series with the Emission Map in Blender. You’ll learn the difference between colored and grayscale emission maps, what’s required for emission to be visible, and how to add glow through glare compositing. I’ll compare using emission inside the Principled BSDF versus a separate Emission shader, and show practical examples — including emission with transparency. We’ll also look at real-world use cases, and explore Eevee’s settings and limitations when working with emission maps. 0:00 Intro 0:17 Colored vs Grayscale Emission Maps 2:04 What’s Needed to See Emission 3:09 Glare Compositing 4:04 Principled vs Separate Emission Shader 6:03 Principled Shader Emission Example 7:07 Separate Emission Shader Example 8:57 Emission with Transparency Example 9:13 Emission Map Use Cases 9:51 Eevee Settings & Limitations 12:41 End If you missed the earlier parts, you can watch them here: 📺 Part 1: Color, Roughness, Metallic & Height Explained • PBR Textures in Blender Part 1: Color, Rou... 📺 Part 2: Normals Explained • PBR Textures in Blender Part 2: Normals Ex... 📺 Part 3: Normals Wrap-Up • PBR Textures in Blender Part 3: Normals Wr... 📺 Part 4: Ambient Occlusion Explained • PBR Textures in Blender Part 4: Ambient Oc... 📺 Part 5: Opacity Explained | Glass, Transparency & Eevee • PBR Textures in Blender Part 5: Opacity Ex... Follow me for more Blender content: 📸 Instagram: udocgi 🎥 Bilibili: 戈登UDOCGI ⭐ Xiaohongshu: 戈登UDOCGI #blender #blendertutorial #pbr #pbrtextures #EmissionMap #gloweffect #blendermaterials #cyclesrender #eeveerender #shadereditor #transparency #blendertips #blendermadeeasy #blenderworkflow #learnblender #3dtexturing #blender3d #3danimation #cgi