Exporting .blend adds an "emissive" value even without emission shader When I export my object from Blender, it exports with an "emissive" property under materials with a value of [0.8,0.8,0.8]. I cannot for the life of me find how to set this value to 0. When I'm viewing the object in the 3D viewport, I am able to see it even with no light source, which sort of confirms that the object is somehow emissive. As seen below, the Emit property is 0, so I'm not sure if this is like a texture thing or what.

The problem exists regardless of Blender Render or Cycles Render.

Here's my .blend file: https://ufile.io/i5z2f

Here is a screenshot of my material properties:


Any ideas?

Here's a JSON version of the FBX with the problematic emissive value:

{
        "id": "Material.002", 
        "ambient": [ 0.000000,  0.000000,  0.000000], 
        "diffuse": [ 0.800000,  0.800000,  0.800000], 
        "emissive": [ 0.800000,  0.800000,  0.800000], // needs to be 0,0,0!
        "opacity":  1.000000, 
        "specular": [ 1.000000,  1.000000,  1.000000], 
        "shininess":  0.000000, 
        "textures": [
            {
                "id": "Texture.003", 
                "filename": "FlakCannon_D.png", 
                "type": "DIFFUSE"
            }, 
            {
                "id": "Texture.003", 
                "filename": "FlakCannon_D.png", 
                "type": "SPECULAR"
            }, 
            {
                "id": "Texture.003", 
                "filename": "FlakCannon_D.png", 
                "type": "REFLECTION"
            }
        ]
    }


Info:
Blender version: 2.79
FBX Export Addon: 3.7.17
Looking at the JSON file, it looks like you use LibGDX fbx-conv tool.

I'm facing the same issue and i can confirm it's not related to Blender FBX exporter. More information and workaround can be found here : https://github.com/libgdx/libgdx/issues/5529