“Lumiere” (for light, in french) is an interactive lighting add-on, allowing you to control your lights directly in the 3d viewport based on the reflection from the view angle or the normal of the object. All the nodes are created automatically for you, so you can control you light directly in the panel.
Here is a little video i’ve done testing this version with subtitles:
How can i change hotkeys? Example hotkey for Range, because Alt conflicts with my viewport navigation hotkey, and light always fly away.
Can you change decrease values to left? Now to decrease value you need to move mouse to right, in blender everywhere to decrease you move mouse to left.
I thought I’d give it a go, more out of curiosity, not expecting to prefer it instead of my normal lighting workflow, where familiarity equals speed and efficiency. Boy was I wrong! In a few minutes of using it, I can see this becoming my standard way of setting up lights in Blender.
The interaction is very well thought out and easy to learn.
This is amazing! Really, really great! I’m usually lazy and sometimes rely to much on HDRs. I guess with this one I’ll find lighting a little more fun and will try to do my own setups
The keys are hardcoded for the moment, a keymap will be in the next version. If you want to change your script, look at the line 1013 ==> if (event.alt) and self.doPick and change “event.alt” with your key.
Yes, I can change the direction of the mouse.
Thanks for your comments, VertexPainter !
Well, sure it could be done, but that will be out of my scope.
Some things are wrong with how scale/intensity/distance/etc. are calculated during the mouse move modal. It doesn’t take continuous grab into account, and tiny mouse movements equal huge changes in values. I’d also highly recommend not using Shift by itself as an operator, as it goes against the Blender standard of “Shift = fine tweak”. Also, moving the mouse in one direction, and then the equivalent in the opposite direction doesn’t always have an equal effect.
Utility empties hang around after getting rid of lamps. Not sure of a nice way to work around this, but it would be a nice feature to have them automatically taken care of.
After deleting lamps, adding additional lamps doesn’t work properly. They just get added at the world origin. Not sure if this is known or not. This also seems to be related to the emtpy objects.
I will take a look at the continuous grab, thanks for the suggestion.
The mouse movements does not take the zoom factor into account for the moment. This is why you can have some weird effect. I will take care of this in the next version, and I will add a keymap in the preferences too, so you will be able to change the shift key.
To get rid of the light and the empty, you have to use the “Remove Light” button after having selected your light.
I have no problem to add another lamp after deleted one. Could you make a simple scene where the problem occurs ?