I'm trying to map textures to grids with uv mapping as light sources and it would seem that if I use the Object Properties to set emission, then the texture mapping looks incorrect sort of like a pinched polar cap. If I use an emission material where the texture is connected into the distribution port, it ignores uvs and looks like it's sampling as an environment sphere. Only when connecting the texture to the efficiency port does the mapping look correct. Is that how it's supposed to be? does the distribution not use the texture as an optimization for sampling the light source?
Would appreciate your input on this.
Attached are 2 screenshots, one with default emission material asset, and the other is with modified texture connected to efficiency.