Users decide where light should and should not be cast via easy-to-use screen annotations, and lights are generated accordingly. Currently in alpha stage, but here are the currently planned features:
mesh lights as tubes and convex hulls
Add lamps facing desired areas (square and disk shapes for area lamps, ellipse and rectangle are WIP)
Customize direction to face surfaces directly or indirectly for rim lighting and consistent reflections
Carve out shadow cards (to block light in user-specified areas)
Nice, thanks for the link! In the back of my mind, I knew someone had to have done this. I have seen a similar add-on that just does the plot pointing like this.
I’m inherently doing the same thing with the reflected normal. Mine does an average over all the points drawn which can help if you want a larger surface to have the highlight, but just drawing a single dot would replicate this as well.
0.6.3 dropped! Now lamp objects have a relative power toggle. When enabled, lamps retain their apparent brightness on your surfaces, no matter how far away the light is!
No need to use the annotation tool! All the Light Painter operators are now part of the toolshelf on the left side of the 3D view. Select the tool, left click to draw on the surfaces of your scene. Right click to erase. Press Enter to finish and add your light (or Escape to cancel).
(The “Light Paint” tool includes point, spot, and area lamps)
With the new version, I added a couple improvements and optimizations for rim lighting.