gs.surfaces.Emission#

class genesis.options.surfaces.Emission(*, color: tuple | None = None, opacity: float | None = None, roughness: float | None = None, metallic: float | None = None, emissive: tuple | None = None, ior: float | None = None, opacity_texture: Texture | None = None, roughness_texture: Texture | None = None, metallic_texture: Texture | None = None, normal_texture: Texture | None = None, emissive_texture: Texture | None = None, default_roughness: float = 1.0, vis_mode: str | None = None, smooth: bool = True, double_sided: bool | None = None, cutoff: float = 180.0, normal_diff_clamp: float = 180.0, recon_backend: str = 'splashsurf', generate_foam: bool = False, foam_options: FoamOptions | None = None)[source]#

Emission surface. This surface emits light. Note that in Genesis’s ray tracing pipeline, lights are not a special type of objects, but simply entities with emission surfaces.

Parameters:
  • emissive (tuple | None, optional) – Emissive color of the surface. Shortcut for emissive_texture with a single color.

  • emissive_texture (gs.textures.Texture | None, optional) – Emissive texture of the surface.