{"id":11086,"date":"2026-10-10T18:12:22","date_gmt":"2026-10-10T17:12:22","guid":{"rendered":"https:\/\/www.katsbits.com\/codex\/?p=11086"},"modified":"2026-10-10T18:12:22","modified_gmt":"2026-10-10T17:12:22","slug":"emission-roblox","status":"publish","type":"post","link":"https:\/\/www.katsbits.com\/codex\/emission-roblox\/","title":{"rendered":"How to Set Up Emission\/Emissive Materials in Roblox"},"content":{"rendered":"<div id=\"ez-toc-container\" class=\"ez-toc-v2_0_88 counter-hierarchy ez-toc-counter ez-toc-light-blue ez-toc-container-direction\">\n<p class=\"ez-toc-title\" style=\"cursor:inherit\">Table of Contents<\/p>\n<label for=\"ez-toc-cssicon-toggle-item-6acac67f6065f\" class=\"ez-toc-cssicon-toggle-label\"><span class=\"\"><span class=\"eztoc-hide\" style=\"display:none;\">Toggle<\/span><span class=\"ez-toc-icon-toggle-span\"><svg style=\"fill: #999;color:#999\" xmlns=\"http:\/\/www.w3.org\/2000\/svg\" class=\"list-377408\" width=\"20px\" height=\"20px\" viewBox=\"0 0 24 24\" fill=\"none\"><path d=\"M6 6H4v2h2V6zm14 0H8v2h12V6zM4 11h2v2H4v-2zm16 0H8v2h12v-2zM4 16h2v2H4v-2zm16 0H8v2h12v-2z\" fill=\"currentColor\"><\/path><\/svg><svg style=\"fill: #999;color:#999\" class=\"arrow-unsorted-368013\" xmlns=\"http:\/\/www.w3.org\/2000\/svg\" width=\"10px\" height=\"10px\" viewBox=\"0 0 24 24\" version=\"1.2\" baseProfile=\"tiny\"><path d=\"M18.2 9.3l-6.2-6.3-6.2 6.3c-.2.2-.3.4-.3.7s.1.5.3.7c.2.2.4.3.7.3h11c.3 0 .5-.1.7-.3.2-.2.3-.5.3-.7s-.1-.5-.3-.7zM5.8 14.7l6.2 6.3 6.2-6.3c.2-.2.3-.5.3-.7s-.1-.5-.3-.7c-.2-.2-.4-.3-.7-.3h-11c-.3 0-.5.1-.7.3-.2.2-.3.5-.3.7s.1.5.3.7z\"\/><\/svg><\/span><\/span><\/label><input type=\"checkbox\"  id=\"ez-toc-cssicon-toggle-item-6acac67f6065f\"  aria-label=\"Toggle\" \/><nav><ul class='ez-toc-list ez-toc-list-level-1 ' ><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-1\" href=\"https:\/\/www.katsbits.com\/codex\/emission-roblox\/#emission-basics\" >Emission Basics<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-2\" href=\"https:\/\/www.katsbits.com\/codex\/emission-roblox\/#uvs-emission\" >UVs &#038; Emission<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-3\" href=\"https:\/\/www.katsbits.com\/codex\/emission-roblox\/#blender-material-setup\" >Blender Material Setup<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-4\" href=\"https:\/\/www.katsbits.com\/codex\/emission-roblox\/#roblox-import\" >Roblox Import<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-5\" href=\"https:\/\/www.katsbits.com\/codex\/emission-roblox\/#emissive-lighting\" >Emissive Lighting<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-6\" href=\"https:\/\/www.katsbits.com\/codex\/emission-roblox\/#emission-settings\" >Emission Settings<\/a><\/li><\/ul><\/nav><\/div>\n<p>In Roblox, <strong>Emission<\/strong> is a surface effect rather than a literal light emitting entity like a point light. As a surface effect its fundamentally a product of the games broader material system that relies on objects, models and surfaces being assigned or mapped using appropriately configured materials. For Blender, this typically means additional mesh prep to use the <strong>Emission<\/strong> material property of <strong>Principled BSDF<\/strong> <em>before<\/em> export to Roblox.<\/p>\n<h3><span class=\"ez-toc-section\" id=\"emission-basics\"><\/span>Emission Basics<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>Emission in Roblox is a surface effect that works by converting the tonal values of a greyscale image, an <em>emissive mask<\/em> or <em>emissive map<\/em>, into a <em>surface brightness<\/em> or <em>intensity equivalence<\/em>, it essentially makes surfaces appear as though they&#8217;re emitting light, or acting as a light source. Because the effect is defined by greyscale values, in practice this means;<\/p>\n<p> \u2022 <strong>black<\/strong> = no emission<br \/>\n&nbsp; &#8211; Grey 0%<br \/>\n&nbsp; &#8211; RGB 0,0,0<br \/>\n \u2022 <strong>grey<\/strong> = variable emission<br \/>\n&nbsp; &#8211; Grey 1%\/1 <-> 99%\/254<br \/>\n&nbsp; &#8211; RGB 1,1,1 <-> 254,254,254<br \/>\n \u2022 <strong>white<\/strong> = full emission<br \/>\n&nbsp; &#8211; Grey 100%\/255<br \/>\n&nbsp; &#8211; RGB 255,255,255<\/p>\n<details class=\"tutorial-box-important\">\n<summary><strong>Important<\/strong>: emission does not &#8217;emit&#8217; light&#8230; [more]<\/summary>\n<div class=\"expand-content\">Emission has the <em>appearance<\/em> of illumination because the game engine treats &#8217;emissive&#8217; materials as being &#8216;<strong>flat lit<\/strong>&#8216; or &#8216;<strong>full bright<\/strong>&#8216; &#8211; emission does not &#8216;<em>emit<\/em>&#8216; light, surfaces are instead, unaffected by lights entities, shading, shadows or general scene illumination.<\/div>\n<\/details>\n<p><!-- As a surface effect, emission can be applied to an entire object, or to specific areas of an object, based on material assignment and\/or UV mapping. To this end, models need to be properly <a href=\"https:\/\/www.katsbits.com\/codex\/uv-editing\/\">UV Unwrapped<\/a> and appropriately <a href=\"https:\/\/www.katsbits.com\/codex\/uv-maps\/\">UV mapped<\/a> so emissive areas appear where they should relative to the model and what the effect represents, i.e. a lamps glass typically occupies a small section of a mapped 'lamp' image, the rest being for the lamps body or other parts. --><\/p>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/roblox\/emission-greyscale-brightness.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 100%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/roblox\/emission-greyscale-brightness.jpg\" alt=\"Emission image for Roblox\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>Emission is defined by black <-> grey <-> white images, where black equals no emission and while is full emission (see &#8220;Emission Settings&#8221; below).<\/i><\/p>\n<h3><span class=\"ez-toc-section\" id=\"uvs-emission\"><\/span>UVs &#038; Emission<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>3D models that include emission need to be properly <a href=\"https:\/\/www.katsbits.com\/codex\/uv-maps\/\">UV unwrapped<\/a> as a general rule, especially as models only use a single image or texture atlas &#8211; everything is mapped to a single &#8216;texture space&#8217; that can optionally include other texture maps; normal, roughness, etc.<\/p>\n<p>For example, using a 256 x 256 atlas UV mapped to a simple lantern model, a small area of the <strong>diffuse<\/strong> (albedo) image might be painted to define;<\/p>\n<p> \u2022 where on the model emission appears.<br \/>\n \u2022 the colour of the effect.<\/p>\n<p>Whereas the <strong>emissive<\/strong> image will specifically defines;<\/p>\n<p> \u2022 <em>intensity<\/em> or <em>brightness<\/em>.<br \/>\n \u2022 (optionally) <em>colour<\/em> and <em>intensity<\/em> values.<\/p>\n<p>In Roblox, UV mapping ensures correct image placement on the model, with colour or tone providing the colour tint or intensity value in either\/or the diffuse and emissive image maps (see <a href=\"#roblox-import\">Roblox Import<\/a> note below).<\/p>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/roblox\/emission-uv-mapping.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 100%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/roblox\/emission-uv-mapping.jpg\" alt=\"UV mapping and emission\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>A simple lamp model with an area representing lamp glass painted for effect. The corresponding emission image is similarly painted, and can include colour as well as tonal &#8216;intensity&#8217; values &#8211; everything not meant to emit is black regardless.<\/i><\/p>\n<h3><span class=\"ez-toc-section\" id=\"blender-material-setup\"><\/span>Blender Material Setup<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>To ensure Roblox reads emissive material data correctly, preference is to use an <strong>image<\/strong> rather than the <strong>Emissive<\/strong> property of <strong>Principled BSDF<\/strong> (or connecting an Emissive node instance). This means an <strong>Image Texture<\/strong> node needs to be added to the material that&#8217;s linked to the <strong>Color<\/strong> input of the <strong>Emissive<\/strong> property (<em>Image Texture <strong>Color<\/strong> output \u00bb <strong>Color<\/strong> input of Principled BSDFs Emissive property<\/em>). During import Roblox Studio recognises the node relationship and looks for the corresponding emission image\/map that&#8217;s then processed for use.<\/p>\n<details class=\"tutorial-expand-box\">\n<summary><strong>Design note<\/strong>: exporting models from Blender&#8230; [more]<\/summary>\n<div class=\"expand-content\">For more information on properly exporting models from Blender to Roblox see &#8220;<a href=\"https:\/\/www.katsbits.com\/codex\/roblox-mesh-prep-blender\/\">How to Prep Roblox Models\/Meshes in Blender<\/a>&#8220;.<\/div>\n<\/details>\n<details class=\"tutorial-box-important\">\n<summary><strong>Important<\/strong>: Color not Strength&#8230; [more]<\/summary>\n<div class=\"expand-content\">When linking the emissive Image Texture node to Principled BSDF use the <strong>Color<\/strong>\/<strong>Color<\/strong> output\/input path between nodes rather than <strong>Color<\/strong>\/<strong>Strength<\/strong> as this is generally ignored by Roblox.<\/div>\n<\/details>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/roblox\/emission-material-setup.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 100%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/roblox\/emission-material-setup.jpg\" alt=\"Emissive material in Blender\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>An Image Texture carrying the emissive image is mapped to the Principled BSDF through the Color property of the Emissive channel. This connection forces Roblox to look for the asset to enable the effect in-editor\/game.<\/i><\/p>\n<h3><span class=\"ez-toc-section\" id=\"roblox-import\"><\/span>Roblox Import<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>In Roblox Studio use the <strong>Import<\/strong> tool to bring the <a href=\"https:\/\/www.katsbits.com\/codex\/roblox-accessory-fitting-tool\/\">Blender exported model<\/a> into the editor. In the <strong>Import Preview<\/strong> window the process opens, expand the <strong>Scene<\/strong> information lower left, and check the emissive effect is functional on the material &#8211; an alert icon should be visible that, when clicked, displays text outlining what Roblox does when it finds an emission map;<\/p>\n<blockquote><p>&#8220;<em>Roblox transforms emissive map textures into a grayscale mask texture and modifies the imported colour map to include the colour information from the emissive map texture.<\/em>&#8220;<\/p><\/blockquote>\n<p>This message confirms Roblox Studio has found the emissive image and has properly converted it for use in-game. Completing the Import process will drop the assets into the scene ready for use.<\/p>\n<details class=\"tutorial-expand-box\">\n<summary><strong>Design note<\/strong>: Roblox doesn&#8217;t use the actual emissive image as is&#8230; [more]<\/summary>\n<div class=\"expand-content\">\nWhat Roblox is doing when it finds an emissive image during import, is to convert it into a <strong>greyscale mask<\/strong> (non-RGB, single channelled &#8216;map&#8217;) that defines where the emissive effect appears. Then, using this same image data the &#8220;colour map&#8221;, the diffuse (albedo) image visible to the user, is modified making the &#8217;emissive&#8217; areas appear brighter than they might have been originally painted &#8211; aged yellow glass for example, might be made tonally lighter to emphasise the effect. Similarly, if the incoming emissive image has RGB colour information, Roblox will blend both <strong>colour<\/strong> <em>and<\/em> <strong>tone<\/strong> with the diffuse in the same way, for the same affect, converting those same colours into pure non-RGB tonal values for the emissive mask.<\/p>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/roblox\/emission-colour-vs-greyscale.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 100%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/roblox\/emission-colour-vs-greyscale.jpg\" alt=\"Colour vs. greyscale emissive\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>Preference should be to use a fully greyscale image (right) vs. including any colour information (left), which should be reserved for the diffuse (albedo) image.<\/i>\n<\/div>\n<\/details>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/roblox\/emission-warning.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 100%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/roblox\/emission-warning.jpg\" alt=\"Emission import and conversion\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>During import a warning will be shown in the <strong>Import Preview<\/strong> window indicating an emissive texture was found and converted ready for use.<\/i><\/p>\n<h3><span class=\"ez-toc-section\" id=\"emissive-lighting\"><\/span>Emissive Lighting<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>As the emissive effect doesn&#8217;t actually emit light, surrounding objects won&#8217;t be illuminated. To create this impression, that the effect <em>is<\/em> lighting the scene, an actual light emitting entity has to be added that&#8217;s positioned relative to the model and the effect. Exactly how this is done depends on the object, and what the effect represents, a &#8216;lamp&#8217; for example, might have a <strong>PointLight<\/strong> added to the same entity as the 3D lantern model, positioned so the emissive effect appears to emit light and illuminate the scene <em>from<\/em> the lantern.<\/p>\n<details class=\"tutorial-expand-box\">\n<summary><strong>Design note<\/strong>: lights as child objects&#8230; [more]<\/summary>\n<div class=\"expand-content\">\nIn this context, emissive surfaces on models, lights are not added as scene illumination. Instead they are included as part of a specific game object, a &#8216;lantern&#8217; for example. This means that, while it appears in the scene when added, it is technically a <em>child<\/em> of another object, the &#8216;lantern&#8217;, so it can be moved and manipulated as part of that game entity (a Model).<\/div>\n<\/details>\n<p>To add a light, in <strong>Explorer<\/strong> mouse over the model listing (MeshPart) and click the <strong>+<\/strong> (Insert Object) icon to the right of the label. Search for &#8220;<em>light<\/em>&#8221; and click one of the available options (<strong>PointLight<\/strong>, <strong>SpotLight<\/strong>, <strong>SurfaceLight<\/strong>). This drops the entity into the scene relative to, and positioned in the Explorer as a child of, the mesh object parent, making it a (sub)component of the <strong>Model<\/strong> <em>game object<\/em> that now means if the group is moved, the light moves with it.<\/p>\n<details class=\"tutorial-expand-box\">\n<summary><strong>Design note<\/strong>: managing lights&#8230; [more]<\/summary>\n<div class=\"expand-content\">\nIt&#8217;s best to avoid adding lights to the scene in their &#8216;raw&#8217; state, that is as stand alone objects in <strong>Worldspace<\/strong>. Instead, preference should be to drop them into a <strong>proxy<\/strong>, an entity container like the <strong>Model<\/strong> object, for example, the lantern model used as a light source <em>can include a light as a child object<\/em>. In doing this however, the light entity itself is difficult to manipulate as the <strong>Move<\/strong>, <strong>Scale<\/strong> and <strong>Rotate<\/strong> widgets are not always available.<\/p>\n<p>To work around this a <strong>MeshPart<\/strong>, the aforementioned <strong>proxy<\/strong> object, can be added as a child of the lantern, which itself becomes the parent of the light. This can then be made invisible and non-collide-able, and as its a physical object, the manipulation widgets will be available allowing for precise manipulation of the light entity.<\/p>\n<div style=\"background-color: #e7faea; color: #000; padding: 1.0em; font-family: courier;\">Model (game entity)<br \/>\n\u00bb lantern (MeshPart)<br \/>\n\u00bb \u00bb proxy (MeshPart)<br \/>\n\u00bb \u00bb \u00bb light (entity)<\/div>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/roblox\/emission-proxy-object.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 100%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/roblox\/emission-proxy-object.jpg\" alt=\"Attach lights to proxy objects\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>To make it easier to position light entities make them children of proxy objects (parents) as this (re)enables the manipulation handles otherwise not available when lights themselves are selected.<\/i>\n<\/div>\n<\/details>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/roblox\/emission-add-light.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 100%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/roblox\/emission-add-light.jpg\" alt=\"Emission and lighting\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>To give the impression emission is actually illuminating the scene, add a light to the same entity.<\/i><\/p>\n<h3><span class=\"ez-toc-section\" id=\"emission-settings\"><\/span>Emission Settings<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>Due to the way Roblox Studio sets up emissive textures during import, it accommodates material colour and intensity being adjusted after the fact. This is done by adjusting the <strong>SurfaceAppearance<\/strong> component that&#8217;s automatically added to the imported 3D model. Highlighting this in <strong>Explorer<\/strong> lists two particular properties associated with the emissive effect, <strong>EmissiveStrength<\/strong> and <strong>EmissiveTint<\/strong>. Here, both can be changed additively, that is, they change colour and intensity relative to the original baseline colour and intensity established during import from the source images, for example the emissive effects appearance can be changed from green to red, from dull to very bright, by altering the numerical values and colour selection of the two properties.<\/p>\n<details class=\"tutorial-expand-box\">\n<summary><strong>Design note<\/strong>: original vs. in-editor adjusted colour&#8230; [more]<\/summary>\n<div class=\"expand-content\">\nAs a general rule of thumb the emissive image configured in Blender should be a greyscale image. Typically this will be an RGB greyscale image, but it can also be a &#8216;true&#8217; greyscale image (8 bit greyscale vs. 24 bit RGB greyscale &#8211; when exporting from an image editor as PNG, optionally enable <strong>Palettised<\/strong> and set the <strong>Palette<\/strong> to <strong>Greyscale<\/strong> to ensure an 8 bit greyscale image). One of the reasons for this is to accommodate &#8216;after-the-fact&#8217; adjustments that modify the initial colour and brightness attributes of the effect; if the emission map is baseline &#8216;grey&#8217; it means adjustments to colour and intensity in Studio will be &#8216;flat&#8217; and &#8216;universal&#8217; &#8211; adjusting colour to be &#8216;green&#8217; might mean using slightly different colour values if the original emissive colour was red.<\/p>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/roblox\/emission-8bit-greyscale.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 100%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/roblox\/emission-8bit-greyscale.jpg\" alt=\"Saving an 8 bit greyscale image\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>Depending on the image editor, during export as a PNG, set the &#8216;palette&#8217; to &#8216;greyscale&#8217; to ensure a proper 8 bit greyscale image &#8211; this is entirely optional as Roblox Studio converts what it finds during import as a matter of course.<\/i>\n<\/div>\n<\/details>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/roblox\/emission-tint-strength.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 100%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/roblox\/emission-tint-strength.jpg\" alt=\"Emission tint and strength settings\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>Adjusting the emission effect after importing the model by changing the <strong>EmissiveStrength<\/strong> and <strong>EmissiveTint<\/strong> properties of the <strong>SurfaceAppearance<\/strong> component added to the game entity (Model).<\/i><\/p>\n","protected":false},"excerpt":{"rendered":"","protected":false},"author":1,"featured_media":11105,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[34,1072,32,230],"tags":[949,802,386,775,1140,776,388,1114,1074,1075,1134,636,655,734],"class_list":["post-11086","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-blender","category-roblox","category-texturing","category-tutorials","tag-emission","tag-gltf","tag-image-texture","tag-lights","tag-meshpart","tag-parent","tag-principled-bsdf","tag-proxy","tag-roblox","tag-roblox-studio","tag-texture-atlas","tag-texture-map","tag-uv-editing","tag-uv-mapping"],"post_mailing_queue_ids":[],"_links":{"self":[{"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/posts\/11086","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/comments?post=11086"}],"version-history":[{"count":49,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/posts\/11086\/revisions"}],"predecessor-version":[{"id":11142,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/posts\/11086\/revisions\/11142"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/media\/11105"}],"wp:attachment":[{"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/media?parent=11086"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/categories?post=11086"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/tags?post=11086"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}