Emissive materials are not rendered?

As you can see in the two images below, I have a SceneCapture2DComponent with a white and black cube in front of it. This scene is then displayed on the box to the right using RenderTargetTexture. What I’m trying to achieve here is an image with only the cubes and no background. And it works:

Except when I use Emissive Color on the white cube like this:

This is what my material with the RenderTargetTexture looks like:

What am I doing wrong here? Why does the emissive material disappear?

Basically I want the cube to appear even if it has an emissive material applied to it. Just like in the first image. A real example would be if the cube instead was a lightbulb. The lightbulb would have an emissive material to make it shine and I would like for it to appear just like a non-emissive (base color) material would. I hope that makes more sense.

Hey LEMMiNO,

I am a bit confused at what you are trying to do because it seems you are masking out the emmissive material properly which is why the cube disappears with the material set up.

Would you mind elaborating on what your overall goal is with this approach?

Thank you,

Is this what you are trying to achieve?

Emmissive Material Set Up

Emmissive Material on Sphere

My next question would be, are you trying to render this in a custom depth? I am just a bit confused as to the inclusion of your RenderTarget addition?

Cheers,