Some reason I can’t seem to get my emmisive material to cast actual light into the world even with the flag set in the mesh.
I’ve even bumped the emmisive value up a few hundred and nothing just an obsurd bloom which input a post process volume around it to turn that off just to see if the meshes around it and bsps would light up.
Using emissive for lighting isn’t ideal, the quality is pretty poor and it only works for direct lighting and requires high emissive values. How are you trying to use it?
Let me toss in some context. Imagine a large warehouse size room you want light to evenly glow sround the room but light evenly without a billion light orbs.
FYI - Emissive is a color property of a material, not a light.
It is used to represent the color of a material that should still render in the absence of light. E.g. Emissive eyes on a zombie that can be seen in to total darkness.
Technically - Lights and their properties are used in the shader to calculate the coloring of each pixel fragment. Pixel fragments which contain emissive coloring do not require any light contribution to render the emissive portion.