Constant or Self
Illuminated Material
Many materials in CG software have a mode that's frequently called
Self Illumination or Constant. This is the first step toward emissive,
the standard diffuse and specular models are blended away to a pure
representation of the surface texture with no shading. Basically, if
the pixel value of your texture is 50% grey, the rendered result will
be an identical 50% grey.
Here's a texture map of marble.
And here's the marble assigned to a sphere, see how the shading (the
darker shadow on the surface of the sphere) goes away as we increase
self illumination from 0% to 50% to 100%.
Self illumination is frequently used in Non-photoreal rendering (NFR) or when you want to place an image in a 3d scene where the lighting has been painted directly into the texture, and you don't need any contribution to the shading from the lights in your 3d scene.
GlowThe next step is increasing the output values of your image beyond
1.0. A lightbulb for example can produce energy (light) far beyond the
0-255 color values our monitors display. Just like how the sun can be
thousands of times brighter than the color white. Increasing the
emission beyond 1.0 allows us to create materials / textures that can
be used as light sources themselves.