Hey! I'm completely new to manipulating shaders. I've used 3DSMax for a long time, so I have a knowledge of how diffuse and bumps maps work, and what Fresnel and Self-illumination is and so on, but I'm not GREAT at it. Anyway- How can I get an Emission map to have an alpha based on how much light is hitting an object? Here's me in 3DStudio: (I'm finding out this software deserves a lot of credit for how easy to use it is) And here's me in the Strumpy Shader Editor: (Strumpy is also fairly intuitive, considering I've not had to learn any coding) I think it's using the Luminance Constant, but I don't know how to covert that into a 0 to 1 value. ...And then I THINK I can bend the gradient from light to dark using Clamp- but hey one step at a time right.