Changing a glossy texture to an emitter removes it's glossy attributes.
I'm not shure if this should be the case.
I wind up getting around this buy using colorized chome textures when lighting is not an issue.
I just wonder why a glass or metal object changed to an emitter should no longer have it's shine?
Is this how all 3D programs behave?
( I tried to upload an example, but I can't seem to upload on here.)
JD
Post edited by jdavison67 on

Comments
I think that the emission overshadows everything else. You don't see much metal that casts light for example.
Items that emit light are at a higher temperature; you wouldn't get materials exibhiting the same properties as their temperature increases. Get the temperature high enough and they stop being organics, metals, minerals etc.
So it kind of makes sense.
Although, if you just turn on the emitter within surfaces, I seem to remember that everything stays the same; can't check atm.
But without the shine the emitters actually look dull. They look horrible without adding bloom.
Here is an example of what I mean.
http://damnedcomic.deviantart.com/art/Issues-with-Emitters-in-DAZ-IRAY-625118496?ga_submit_new=10%3A1469975179
JD
Metal does not give off light.
But glass LEDs do, you are missing the point of the discussion.
I'll give an obvious example.
I'm using the colored chrome in place of an emitter because it looks better.
There are different levels of light. Every light is not on full blast, and should not be assumed to be.
You would see the reflective characteristics of an LED at low light. So we can agree to dissagree.
Example:
http://damnedcomic.deviantart.com/art/Tech-Talk-Boring-Stuff-625125228?ga_submit_new=10%3A1469978074
This leads to another discussion.
I want to assign lights to illuminate only selected textures or material zones.
Is this possible in DAZ?
This would solve so many problems.
JD
3DL yes, Iray no, though you could do something with canvasses and nodes; Iray canvasses lets you create a bunch of renders with certain items rendered, other items not, and also have certain lights on/off at various layers. It wouldn't be easy, though.
Technically everything gives off light, and Brian Cox said so on the telly so it must be right! If you include all electomagnetic radiation as light then all objects emit it with the frequency range determined by their temperature but they have to be very hot to emit visible light.
OK, this isn't really relevant to the discusion. I'm just feeling a bit pedantic this afternoon.
From a strict Physics point of view the glass doesn't emit light, it is the seminconductor chip inside that emits the light, the glass just lets the light pass through. If you modelled it as a light emitter inside a glass enclosure then I expect that when the emission was off the glass would appear shiny and if the emitter was bright enough it would overwhelm the shininess.
You could try using a geometry shell. Make the object you want glow, then have the geometry shell the glass attributes. I think Peter Wade has it right though, that's how it works in real life. When my LED light is off, you can see reflections on the plastic casing, when it is on, you can't.
I don't know how this could be done in Daz, but what you want to do is accomplished by an emiter source plus a semi-transparent + glossy (or glass) shell. You basically want two meshes with one being slightly larger than the emiter mesh and then play around with shader to fake what you want to accomplish.