├── .gitignore ├── __init__.py ├── conversions.py ├── docs ├── _config.yml ├── changelog.md ├── creating_lights.md └── index.md ├── license.txt ├── light_classes.py ├── light_presets.py ├── readme.md ├── real_lights.blend └── ui.py /.gitignore: -------------------------------------------------------------------------------- 1 | 2 | light_presets_bonus.py 3 | real_lights_tests.blend 4 | real_lights.blend 5 | extra-lights-assets_only.blend 6 | *blender_assets* 7 | /.vscode/* 8 | /__pycache__/* 9 | thumbnails/* -------------------------------------------------------------------------------- /__init__.py: -------------------------------------------------------------------------------- 1 | ''' 2 | Copyright (C) 2020-2023 Orange Turbine 3 | https://orangeturbine.com 4 | orangeturbine@cgcookie.com 5 | 6 | This file is part of Extra Lights, created by Jonathan Lampel. 7 | 8 | All code distributed with this add-on is open source as described below. 9 | 10 | Extra Lights is free software; you can redistribute it and/or 11 | modify it under the terms of the GNU General Public License 12 | as published by the Free Software Foundation; either version 3 13 | of the License, or (at your option) any later version. 14 | 15 | This program is distributed in the hope that it will be useful, 16 | but WITHOUT ANY WARRANTY; without even the implied warranty of 17 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 18 | GNU General Public License for more details. 19 | 20 | You should have received a copy of the GNU General Public License 21 | along with this program; if not, see . 22 | ''' 23 | 24 | bl_info = { 25 | "name": "Extra Lights", 26 | "author": "Jonathan Lampel", 27 | "version": (1, 2), 28 | "blender": (2, 91, 0), 29 | "location": "View3D > Add > Light", 30 | "description": "Adds new preset light objects based on real world values", 31 | "warning": "", 32 | "doc_url": "", 33 | "category": "Add Light", 34 | } 35 | 36 | from . import ui 37 | 38 | def register(): 39 | ui.register() 40 | 41 | def unregister(): 42 | ui.unregister() 43 | -------------------------------------------------------------------------------- /conversions.py: -------------------------------------------------------------------------------- 1 | ''' 2 | Copyright (C) 2020-2023 Orange Turbine 3 | https://orangeturbine.com 4 | orangeturbine@cgcookie.com 5 | 6 | This file is part of Extra Lights, created by Jonathan Lampel. 7 | 8 | All code distributed with this add-on is open source as described below. 9 | 10 | Extra Lights is free software; you can redistribute it and/or 11 | modify it under the terms of the GNU General Public License 12 | as published by the Free Software Foundation; either version 3 13 | of the License, or (at your option) any later version. 14 | 15 | This program is distributed in the hope that it will be useful, 16 | but WITHOUT ANY WARRANTY; without even the implied warranty of 17 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 18 | GNU General Public License for more details. 19 | 20 | You should have received a copy of the GNU General Public License 21 | along with this program; if not, see . 22 | ''' 23 | 24 | import bpy 25 | 26 | #from colour.temperature import ohno2013 27 | 28 | def linear(i): 29 | if i <= 0.04045 : 30 | x = i * (1.0 / 12.92) 31 | else: 32 | x = pow( (i + 0.055) * (1.0 / (1 + 0.055)), 2.4) 33 | return x 34 | 35 | def kelvin(kelvin): 36 | kelvin_table = { 37 | # Thanks to Andreas Siess: https://andi-siess.de/rgb-to-color-temperature/ 38 | 1000: [255, 56, 0], 1100: [255, 71, 0], 1200: [255, 83, 0], 1300: [255, 93, 0], 1400: [255, 101, 0], 1500: [255, 109, 0], 1600: [255, 115, 0], 1700: [255, 121, 0], 1800: [255, 126, 0], 1900: [255, 131, 0], 39 | 2000: [255, 138, 18], 2100: [255, 142, 33], 2200: [255, 147, 44], 2300: [255, 152, 54], 2400: [255, 157, 63], 2500: [255, 161, 72], 2600: [255, 165, 79], 2700: [255, 169, 87], 2800: [255, 173, 94], 2900: [255, 177, 101], 40 | 3000: [255, 180, 107], 3100: [255, 184, 114], 3200: [255, 187, 120], 3300: [255, 190, 126], 3400: [255, 193, 132], 3500: [255, 196, 137], 3600: [255, 199, 143], 3700: [255, 201, 148], 3800: [255, 204, 153], 3900: [255, 206, 159], 41 | 4000: [255, 209, 163], 4100: [255, 211, 168], 4200: [255, 213, 173], 4300: [255, 215, 177], 4400: [255, 217, 182], 4500: [255, 219, 186], 4600: [255, 221, 190], 4700: [255, 223, 194], 4800: [255, 225, 198], 4900: [255, 227, 202], 42 | 5000: [255, 228, 206], 5100: [255, 230, 210], 5200: [255, 232, 213], 5300: [255, 233, 217], 5400: [255, 235, 220], 5500: [255, 236, 224], 5600: [255, 238, 227], 5700: [255, 239, 230], 5800: [255, 240, 233], 5900: [255, 242, 236], 43 | 6000: [255, 243, 239], 6100: [255, 244, 242], 6200: [255, 245, 245], 6300: [255, 246, 247], 6400: [255, 248, 251], 6500: [255, 249, 253], 6600: [254, 249, 255], 6700: [252, 247, 255], 6800: [249, 246, 255], 6900: [247, 245, 255], 44 | 7000: [245, 243, 255], 7100: [243, 242, 255], 7200: [240, 241, 255], 7300: [239, 240, 255], 7400: [237, 239, 255], 7500: [235, 238, 255], 7600: [233, 237, 255], 7700: [231, 236, 255], 7800: [230, 235, 255], 7900: [228, 234, 255], 45 | 8000: [227, 233, 255], 8100: [225, 232, 255], 8200: [224, 231, 255], 8300: [222, 230, 255], 8400: [221, 230, 255], 8500: [220, 229, 255], 8600: [218, 229, 255], 8700: [217, 227, 255], 8800: [216, 227, 255], 8900: [215, 226, 255], 46 | 9000: [214, 225, 255], 9100: [212, 225, 255], 9200: [211, 224, 255], 9300: [210, 223, 255], 9400: [209, 223, 255], 9500: [208, 222, 255], 9600: [207, 221, 255], 9700: [207, 221, 255], 9800: [206, 220, 255], 9900: [205, 220, 255], 47 | 10000: [207, 218, 255], 10100: [207, 218, 255], 10200: [206, 217, 255], 10300: [205, 217, 255], 10400: [204, 216, 255], 10500: [204, 216, 255], 10600: [203, 215, 255], 10700: [202, 215, 255], 10800: [202, 214, 255], 10900: [201, 214, 255], 48 | 11000: [200, 213, 255], 11100: [200, 213, 255], 11200: [199, 212, 255], 11300: [198, 212, 255], 11400: [198, 212, 255], 11500: [197, 211, 255], 11600: [197, 211, 255], 11700: [197, 210, 255], 11800: [196, 210, 255], 11900: [195, 210, 255], 49 | 12000: [195, 209, 255] 50 | } 51 | rgb = kelvin_table[round(kelvin, -2)] 52 | color = [linear(rgb[0]/255), linear(rgb[1]/255), linear(rgb[2]/255)] 53 | 54 | # implement ohno2013 CCT to RGB here 55 | 56 | return color 57 | 58 | def lumens(lumens, rgb): 59 | power = lumens / ( (rgb[0] * 145.256) + (rgb[1] * 488.449) + (rgb[2] * 49.2955) ) 60 | return power 61 | 62 | -------------------------------------------------------------------------------- /docs/_config.yml: -------------------------------------------------------------------------------- 1 | remote_theme: rundocs/jekyll-rtd-theme 2 | 3 | title: Extra Lights -------------------------------------------------------------------------------- /docs/changelog.md: -------------------------------------------------------------------------------- 1 | --- 2 | excerpt: The changes made to Scattershot over time. 3 | nav_order: 2 4 | nav_exclude: false 5 | search_exclude: false 6 | --- 7 | 8 | # Changelog 9 | 10 | ## v1.2 11 | - Fixed issue with importing node groups on MacOS in Blender 3.4 12 | - Added documentation 13 | 14 | ## v1.1 15 | - Updated for Blender 2.91 16 | - Create Linked Sky now works in Eevee via the Hosek / Wilkie type 17 | - Create Linked Sky now works in edge cases where the needed nodes are deleted before creation 18 | -------------------------------------------------------------------------------- /docs/creating_lights.md: -------------------------------------------------------------------------------- 1 | --- 2 | excerpt: Adding lights with Extra Lights. 3 | nav_order: 1 4 | nav_exclude: false 5 | search_exclude: false 6 | --- 7 | 8 | # Creating Lights 9 | 10 | All of Extra Light's presets can be found in the 3D View's Add menu. 11 | 12 | If you purchased the Blender Market version, you'll also have an asset browser ready file with each of the lights marked as assets. Using the asset version may be preferred in some situations, but you won't be able to adjust each light using Lumens after creation. 13 | 14 | When you add a light with Extra Lights, you'll have the option to adjust its parameters via Blender's redo panel (F9). 15 | 16 | ## Lumens 17 | 18 | This is how bright the light is as measured in Lumens. Blender's lights need to be set in Watts, and the add-on will do the conversion for you. 19 | 20 | ## Set Color With 21 | 22 | Here, you can choose to either set a Kelvin color temperature or a RGB color. Regardless of which one you choose, the light's strength in watts will be adjusted based on the color's luminous efficacy, so that the total number of lumens and its perceptual brightness will remain the same. 23 | 24 | ## Use Nodes 25 | 26 | Use Nodes is great to have enabled if you're using Cycles, because it adds a lumens conversion node to the light which allows you to change the lumens and color after creation. Since Eevee lights cannot use nodes, this option does not work in Eevee, and the only opportunity to change the brightness and color with lumens is during creation. 27 | 28 | ## Set Exposure 29 | 30 | Some lights may be far too dim or bright for Blender's default exposure. Checking Set Exposure will automatically adjust the scene's exposure to match the brightness of the newly added light. 31 | 32 | This will also adjust the Light Threshold, which is the minimum amount of light that is detected while rendering. If the Light threshold is not set while using a very dim light, even with the exposure set very high, the result will be unrealistically dim and/or extremely noisy. It is always recommended that you use this option when working with dim lights such as candles or moonlight. 33 | 34 | ## Create Linked Sky 35 | 36 | When adding a sun type light, you'll have an additional option to create a new world sky texture that's linked to the rotation of the new sun. -------------------------------------------------------------------------------- /docs/index.md: -------------------------------------------------------------------------------- 1 | # About Extra Lights 2 | 3 | Extra Lights is an add-on for Blender that adds physically based, photometric light presets to the 3D View Add menu. All lights have their strength and colors based on real world light fixtures and are organized by type and strength. 4 | 5 | **[Watch the Extra Lights video tutorial](https://youtu.be/ipqyVWm5JmY)** 6 | 7 | **[You can purchase Extra Lights, which comes with 60+ presets, from the Blender Market.](https://blendermarket.com/products/extra-lights)** It is installed the same as any other Blender add-on. 8 | 9 | ## Blender's defaults are made to be mathematically convenient, not artistically intuitive. 10 | 11 | The default cube is a whopping 6.5 feet tall (2 m), the camera is flying 16 feet (5 m) off the ground, and the default lamp is about 20 feet (5.8 m) from the nearest point on the cube. 12 | 13 | Why does this matter? Because the apparent scale of your scene and the strength of your lights are interconnected. 14 | 15 | Light follows the inverse square law when it’s being emitted in all directions, which states that the amount of light hitting a surface decreases in proportion with the square of its distance from the source. It's a very specific curve that our eyes are used to seeing. If we scale up a room five times, one way we can tell that it’s bigger is by observing the falloff of the light. 16 | 17 | You can imagine that if we’re just guessing about how bright to set the light, we can very easily make something look too large or too small totally by accident. It’s not something we’d notice right away but it can subconsciously tip us off to the fact that something is faked. 18 | 19 | If you use real world measurements for the scale of your models, then using real world measurements for your lights will give you more natural looking results. However, that's easier said than done. 20 | 21 | ## Wrong watts, Watson! 22 | 23 | Blender’s lights are calculated in watts. A bulb in my lamp at home says 45 watts, so if I set my Blender light to be 45 watts and the same size then it should match, right? Unfortunately, we’d be way off because there are two different measurements going on and both use watts as a unit. 24 | 25 | A lightbulb is listing the amount of electrical watts needed to power it on, while Blender is calculating how many watts are being emitted as light. Since an incandescent light bulb is not that efficient, only a fraction of the input watts are turning into visible light while the rest is turning into heat. 26 | 27 | To make things more confusing, other types of bulbs, like very efficient LEDs, sometimes show a watt equivalent, which is how much energy it would hypothetically use if it were an incandescent bulb of similar brightness, which is neither how much it is using nor how much it’s putting out. Good grief. 28 | 29 | ## Lighting with lumens 30 | 31 | What most lights are measured in, however, is lumens. Lumens measure how much light appears to the human eye as being emitted from the source. It's a believably consistent way of lighting that uses information we can easily find online. 32 | 33 | Here’s where things get a little weird. As mentioned, lumens are based on how bright something appears to the human eye to be. We can’t do a simple conversion because different RGB hues of the same value appear to us as different brightnesses. If you’ve ever run into the frustration of trying to make something really colorful but also really really bright, or even consistently bright between colors, I feel your pain. The problem isn’t with the computer or physics though, it’s with our eyeballs. 34 | 35 | We’re just better at detecting some wavelengths of light than others, so in order to convert lumens to watts in an RGB system we need to first get the spectral distribution of the light, separate the red, green, and blue, multiply by the luminous efficacy of each, multiply by the maximum possible efficacy, add them back together, and use that to divide the input number of lumens by in order to get the corrects watts output. 36 | 37 | That's a lot to worry about though, so this addon does it all for you! 38 | 39 | ## Keeping it cool (or warm) with Kelvin 40 | 41 | Creating believable lights isn't just about the strength - it's also about the color! 42 | 43 | To measure naturally produced light, we use a Kelvin value, which is what color a completely neutral substance (called a blackbody) is when heated to that Kelvin temperature. 44 | 45 | A candle starts at around 1800, incandescent bulbs are usually around 2700, fluorescent light is around 3-4000-ish, direct sun is around 5000 give or take, and a clear sky can be about 6500. By coloring your lights using Kelvin values, they’ll be a bit more believable, especially when you have more than one type of light in your scene that you’ll be comparing them with. 46 | 47 | All of the lights in this addon have their color temperatures set in Kelvin based on their real world sources so that you don't have to remember all that. 48 | 49 | ## 60+ physically based lights 50 | 51 | The lights are organized into four categories - natural, incandescent, LED, and fluorescent. To keep things simple I've placed halogen lights under incandescent and metal halide & high intensity discharge lights under fluorescent. They're not technically the same, but for artistic uses they're close enough. 52 | 53 | Note - since EEVEE doesn't support nodes, IES lights will only show their texture in Cycles 54 | 55 | ## Simply better defaults, that's all 56 | 57 | Although I'm basing these values off of the best information I can find from the real word, the end result is not going to be exactly perfect because I've had to make some assumptions. 58 | 59 | The lumen and Kelvin values listed by light manufacturers are enough to at least get us in the right ballpark, but we don’t have enough information about how they got those numbers in order to exactly match reality. So, I can call these lights physically based or photorealistic, because they are, but I’m not going to claim that they are physically accurate because that’s just not possible with the kind of data that’s readily available. We could actually get more accurate results by using radiant watts, but that's less easy for the user to look up and can be confusing as explained above. 60 | 61 | Secondly, do you have to use real world values to light your scene, even if they could be 100% accurate? NO! If computer graphics isn’t about bending the laws of physics to your whim to make s**t look cool, then I don’t know what is. Reality doesn’t always live up to our ridiculous expectations, which is why film studios and photographers use absurdly bright lights and more visual trickery than a stage magician. However, it’s better to start with something based in reality and break rules of thumb intentionally when you want to be creative, rather than by accident and the other way around. 62 | 63 | ### Thanks for your support. Happy lighting! -------------------------------------------------------------------------------- /license.txt: -------------------------------------------------------------------------------- 1 | This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 3 of the License, or (at your option) any later version. 2 | 3 | IES lights are a modified version of the GPL IES Lights Pack from Michal Hajduk: https://leomoon.com/store/shaders/ies-lights-pack/ 4 | 5 | GNU GENERAL PUBLIC LICENSE 6 | Version 3, 29 June 2007 7 | 8 | Copyright (C) 2007 Free Software Foundation, Inc. 9 | Everyone is permitted to copy and distribute verbatim copies 10 | of this license document, but changing it is not allowed. 11 | 12 | Preamble 13 | 14 | The GNU General Public License is a free, copyleft license for 15 | software and other kinds of works. 16 | 17 | The licenses for most software and other practical works are designed 18 | to take away your freedom to share and change the works. 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See the 649 | GNU General Public License for more details. 650 | 651 | You should have received a copy of the GNU General Public License 652 | along with this program. If not, see . 653 | 654 | Also add information on how to contact you by electronic and paper mail. 655 | 656 | If the program does terminal interaction, make it output a short 657 | notice like this when it starts in an interactive mode: 658 | 659 | {project} Copyright (C) {year} {fullname} 660 | This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. 661 | This is free software, and you are welcome to redistribute it 662 | under certain conditions; type `show c' for details. 663 | 664 | The hypothetical commands `show w' and `show c' should show the appropriate 665 | parts of the General Public License. Of course, your program's commands 666 | might be different; for a GUI interface, you would use an "about box". 667 | 668 | You should also get your employer (if you work as a programmer) or school, 669 | if any, to sign a "copyright disclaimer" for the program, if necessary. 670 | For more information on this, and how to apply and follow the GNU GPL, see 671 | . 672 | 673 | The GNU General Public License does not permit incorporating your program 674 | into proprietary programs. If your program is a subroutine library, you 675 | may consider it more useful to permit linking proprietary applications with 676 | the library. If this is what you want to do, use the GNU Lesser General 677 | Public License instead of this License. But first, please read 678 | . 679 | 680 | -------------------------------------------------------------------------------- /light_classes.py: -------------------------------------------------------------------------------- 1 | ''' 2 | Copyright (C) 2020-2023 Orange Turbine 3 | https://orangeturbine.com 4 | orangeturbine@cgcookie.com 5 | 6 | This file is part of Extra Lights, created by Jonathan Lampel. 7 | 8 | All code distributed with this add-on is open source as described below. 9 | 10 | Extra Lights is free software; you can redistribute it and/or 11 | modify it under the terms of the GNU General Public License 12 | as published by the Free Software Foundation; either version 3 13 | of the License, or (at your option) any later version. 14 | 15 | This program is distributed in the hope that it will be useful, 16 | but WITHOUT ANY WARRANTY; without even the implied warranty of 17 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 18 | GNU General Public License for more details. 19 | 20 | You should have received a copy of the GNU General Public License 21 | along with this program; if not, see . 22 | ''' 23 | 24 | import bpy 25 | import os 26 | from pathlib import Path 27 | from bpy.types import Operator, PropertyGroup 28 | from bpy.props import IntProperty, BoolProperty, FloatVectorProperty 29 | 30 | from . import conversions 31 | 32 | nodes_directory = bpy.path.native_pathsep(os.path.dirname(os.path.abspath(__file__)) + "/real_lights.blend\\NodeTree\\") 33 | texts_directory = bpy.path.native_pathsep(os.path.dirname(os.path.abspath(__file__)) + "/real_lights.blend\\Text\\") 34 | 35 | class props: 36 | def colType(self): 37 | return bpy.props.EnumProperty( 38 | items = [ 39 | ("kelvin", "Kelvin Temperature", "Set the light color according to Kelvin values"), 40 | ("rgb", "RGB Color", "Set the light color to a specific RGB value") 41 | ], 42 | name = "Set Color With", 43 | description = "Set the light's color with either Kelvin or RGB values", 44 | default = "kelvin", 45 | ) 46 | def iesNodes(self): 47 | return bpy.props.BoolProperty( 48 | name = "Use Nodes (Cycles only)", 49 | default = True, 50 | description = "IES Textures only work with Cycles at the moment. Turning this off will just make it a regular light", 51 | ) 52 | def irradiance(self, x): 53 | return bpy.props.FloatProperty( 54 | name = "Irradiance", 55 | default = x, 56 | min = 0.0001, 57 | max = 2000, 58 | description = "Amound of light that hits a direct surface as measured in watts per square meter", 59 | ) 60 | def lumens(self, x): 61 | return bpy.props.IntProperty( 62 | name = "Lumens", 63 | default = x, 64 | min = 5, 65 | max = 20000, 66 | description = "Amound of percieved light emitted as measured in lumens", 67 | ) 68 | def setExposure(self): 69 | return bpy.props.BoolProperty( 70 | name = "Set Exposure", 71 | default = False, 72 | description = "Set the scene exposure to approximately match the added light. Exposusure heavily depends on context, so it's recommended that you adjust it further before your final render" 73 | ) 74 | def spotAngle(self, x): 75 | return bpy.props.IntProperty( 76 | name = "Spot Angle", 77 | default = x, 78 | min = 1, 79 | max = 180, 80 | description = "Setting the spot angle here will keep the total amount of light generated the same regardless of the angle.", 81 | ) 82 | def spreadAngle(self): 83 | return bpy.props.IntProperty( 84 | name = "Spread Angle", 85 | default = 180, 86 | min = 5, 87 | max = 180, 88 | description = "Lower values direct more light streight forward", 89 | ) 90 | def temp(self, x): 91 | return bpy.props.IntProperty( 92 | name = "Color Temperature", 93 | default = x, 94 | min = 1500, 95 | max = 12000, 96 | description = "Color of the light according to the Kelvin temperature scale", 97 | ) 98 | def tint(self): 99 | return bpy.props.FloatVectorProperty( 100 | subtype = 'COLOR', 101 | name = "Color Tint", 102 | default = (1.0, 1.0, 1.0), 103 | description = "Sets the RGB color of the light", 104 | ) 105 | def useNodes(self): 106 | return bpy.props.BoolProperty( 107 | name = "Use Nodes (Cycles only)", 108 | default = False, 109 | description = "Create light with nodes so that lumens and color temperature can be changed at any time. Currently only works with Cycles.", 110 | ) 111 | def useSky(self): 112 | return bpy.props.BoolProperty( 113 | name = "Create Linked Sky", 114 | default = False, 115 | description = "Create a new World with a Sky texture linked to the rotation of the sun lamp.", 116 | ) 117 | 118 | class setup: 119 | def nodeColor(self, lumensNode, colType, col, temp): 120 | if colType == "rgb": 121 | lumensNode.inputs[1].default_value = 6000 122 | lumensNode.inputs[2].default_value = col 123 | else: 124 | lumensNode.inputs[1].default_value = temp 125 | def nodeless(self, data, colType, tint, temp, lumens): 126 | if colType == "rgb": 127 | data.color = tint 128 | else: 129 | data.color = conversions.kelvin(temp) 130 | data.energy = conversions.lumens(lumens, data.color) 131 | 132 | class PointLight: 133 | def __init__(self, name, tag, radius, temp, lumens, exposure): 134 | self.name = name 135 | self.tag = tag 136 | self.radius = radius 137 | self.temp = temp 138 | self.lumens = lumens 139 | self.exposure = exposure 140 | 141 | def create_light(self): 142 | class OBJECT_OT_add_light(Operator): 143 | bl_idname = "light.add_" + self.tag 144 | bl_label = "Add a " + self.name 145 | bl_description = "Creates a physically based light" 146 | bl_options = {'REGISTER', 'UNDO'} 147 | 148 | lightType = 'POINT' 149 | name = self.name 150 | lightName = name 151 | radius = self.radius 152 | exposure = self.exposure 153 | order = self.lumens 154 | 155 | lumens: props.lumens(self, self.lumens) 156 | colType: props.colType(self) 157 | temp: props.temp(self, self.temp) 158 | tint: props.tint(self) 159 | useNodes: props.useNodes(self) 160 | setExposure: props.setExposure(self) 161 | 162 | def draw(self, context): 163 | layout = self.layout 164 | layout.use_property_split = True 165 | layout.use_property_decorate = False 166 | 167 | layout.prop(self, "lumens") 168 | layout.prop(self, "colType") 169 | if self.colType == "kelvin": 170 | layout.prop(self, "temp") 171 | else: 172 | layout.prop(self, "tint") 173 | layout.prop(self, "useNodes") 174 | layout.prop(self, "setExposure") 175 | 176 | def execute(self, context): 177 | bpy.ops.object.light_add(type='POINT') 178 | bpy.context.active_object.name = self.lightName 179 | ob = bpy.context.active_object 180 | data = ob.data 181 | 182 | data.shadow_soft_size = self.radius 183 | data.use_custom_distance = True 184 | 185 | if self.useNodes: 186 | if bpy.data.node_groups.find("Lumens Converter") == -1: 187 | bpy.ops.wm.append(filename = "Lumens Converter", directory = nodes_directory) 188 | 189 | data.energy = 1 190 | col = [self.tint[0], self.tint[1], self.tint[2], 1.0] 191 | data.use_nodes = True 192 | nodes = data.node_tree.nodes 193 | 194 | lumensNode = nodes.new("ShaderNodeGroup") 195 | lumensNode.location = (0,150) 196 | lumensNode.node_tree = bpy.data.node_groups["Lumens Converter"] 197 | data.node_tree.links.new(lumensNode.outputs[0], nodes["Light Output"].inputs[0]) 198 | lumensNode.inputs[0].default_value = self.lumens 199 | setup.nodeColor(self, lumensNode, self.colType, col, self.temp) 200 | 201 | else: 202 | setup.nodeless(self, data, self.colType, self.tint, self.temp, self.lumens) 203 | 204 | if self.setExposure: 205 | bpy.context.scene.view_settings.exposure = self.exposure 206 | if self.exposure > 0: 207 | bpy.context.scene.cycles.light_sampling_threshold = 0.01 / (self.exposure * 10) 208 | 209 | 210 | ob.select_set(True) 211 | return {'FINISHED'} 212 | return OBJECT_OT_add_light 213 | 214 | class SpotLight: 215 | def __init__(self, name, tag, radius, angle, temp, lumens, exposure): 216 | self.name = name 217 | self.tag = tag 218 | self.radius = radius 219 | self.angle = angle 220 | self.temp = temp 221 | self.lumens = lumens 222 | self.exposure = exposure 223 | 224 | def create_light(self): 225 | class OBJECT_OT_add_light(Operator): 226 | bl_idname = "light.add_" + self.tag 227 | bl_label = "Add a " + self.name 228 | bl_description = "Creates a physically based light" 229 | bl_options = {'REGISTER', 'UNDO'} 230 | 231 | radius = self.radius 232 | exposure = self.exposure 233 | name = self.name 234 | lightName = name 235 | lightType = 'SPOT' 236 | order = self.lumens 237 | 238 | lumens: props.lumens(self, self.lumens) 239 | spotAngle: props.spotAngle(self, self.angle) 240 | colType: props.colType(self) 241 | temp: props.temp(self, self.temp) 242 | tint: props.tint(self) 243 | useNodes: props.useNodes(self) 244 | setExposure: props.setExposure(self) 245 | 246 | def draw(self, context): 247 | layout = self.layout 248 | layout.use_property_split = True 249 | layout.use_property_decorate = False 250 | 251 | layout.prop(self, "lumens") 252 | layout.prop(self, "spotAngle") 253 | layout.prop(self, "colType") 254 | if self.colType == "kelvin": 255 | layout.prop(self, "temp") 256 | else: 257 | layout.prop(self, "tint") 258 | layout.prop(self, "useNodes") 259 | layout.prop(self, "setExposure") 260 | 261 | def execute(self, context): 262 | bpy.ops.object.light_add(type='SPOT') 263 | bpy.context.active_object.name = self.lightName 264 | ob = bpy.context.active_object 265 | data = ob.data 266 | 267 | ob.rotation_euler[0] = 1.5708 268 | data.shadow_soft_size = self.radius 269 | data.spot_size = self.spotAngle / 57.2957795 270 | data.use_custom_distance = True 271 | 272 | if self.useNodes: 273 | if (bpy.data.node_groups.find("Spot Lumens Converter") == -1): 274 | bpy.ops.wm.append(filename = "Spot Lumens Converter", directory = nodes_directory) 275 | 276 | data.energy = 1 277 | col = [self.tint[0], self.tint[1], self.tint[2], 1.0] 278 | data.use_nodes = True 279 | nodes = data.node_tree.nodes 280 | lumensNode = nodes.new("ShaderNodeGroup") 281 | lumensNode.location = (0,150) 282 | lumensNode.node_tree = bpy.data.node_groups["Spot Lumens Converter"] 283 | data.node_tree.links.new(lumensNode.outputs[0], nodes["Light Output"].inputs[0]) 284 | lumensNode.inputs[0].default_value = self.lumens 285 | setup.nodeColor(self, lumensNode, self.colType, col, self.temp) 286 | 287 | dr = lumensNode.inputs[3].driver_add("default_value") 288 | dr.driver.expression = "var * 57.2957795" 289 | var = dr.driver.variables.new() 290 | var.targets[0].id_type = 'LIGHT' 291 | var.targets[0].id = data 292 | var.targets[0].data_path = "spot_size" 293 | 294 | else: 295 | setup.nodeless(self, data, self.colType, self.tint, self.temp, self.lumens) 296 | data.energy = (360 / self.spotAngle) * conversions.lumens(self.lumens, data.color) 297 | 298 | if self.setExposure: 299 | bpy.context.scene.view_settings.exposure = self.exposure 300 | if self.exposure > 0: 301 | bpy.context.scene.cycles.light_sampling_threshold = 0.01 / (self.exposure * 10) 302 | 303 | ob.select_set(True) 304 | return {'FINISHED'} 305 | return OBJECT_OT_add_light 306 | 307 | class AreaLight: 308 | def __init__(self, name, tag, shape, size, temp, lumens, exposure): 309 | self.name = name 310 | self.tag = tag 311 | self.shape = shape 312 | self.size = size 313 | self.temp = temp 314 | self.lumens = lumens 315 | self.exposure = exposure 316 | 317 | def create_light(self): 318 | class OBJECT_OT_add_light(Operator): 319 | bl_idname = "light.add_" + self.tag 320 | bl_label = "Add a " + self.name 321 | bl_description = "Creates a physically based light" 322 | bl_options = {'REGISTER', 'UNDO'} 323 | 324 | shape = self.shape 325 | exposure = self.exposure 326 | size = self.size 327 | name = self.name 328 | lightName = name 329 | lightType = 'AREA' 330 | order = self.lumens 331 | 332 | lumens: props.lumens(self, self.lumens) 333 | colType: props.colType(self) 334 | temp: props.temp(self, self.temp) 335 | tint: props.tint(self) 336 | useNodes: props.useNodes(self) 337 | setExposure: props.setExposure(self) 338 | spreadAngle: props.spreadAngle(self) 339 | 340 | def draw(self, context): 341 | layout = self.layout 342 | layout.use_property_split = True 343 | layout.use_property_decorate = False 344 | 345 | layout.prop(self, "lumens") 346 | layout.prop(self, "colType") 347 | if self.colType == "kelvin": 348 | layout.prop(self, "temp") 349 | else: 350 | layout.prop(self, "tint") 351 | layout.prop(self, "useNodes") 352 | spreadAngleRow = layout.row(align=True) 353 | spreadAngleRow.enabled = self.useNodes 354 | spreadAngleRow.prop(self, "spreadAngle") 355 | layout.prop(self, "setExposure") 356 | 357 | def execute(self, context): 358 | bpy.ops.object.light_add(type='AREA') 359 | bpy.context.active_object.name = self.lightName 360 | ob = bpy.context.active_object 361 | data = ob.data 362 | 363 | data.shape = self.shape 364 | data.size = self.size[0] 365 | data.size_y = self.size[1] 366 | data.use_custom_distance = True 367 | 368 | if self.useNodes: 369 | if (bpy.data.node_groups.find("Area Lumens Converter") == -1): 370 | bpy.ops.wm.append(filename = "Area Lumens Converter", directory = nodes_directory) 371 | 372 | data.energy = 1 373 | col = [self.tint[0], self.tint[1], self.tint[2], 1.0] 374 | data.use_nodes = True 375 | nodes = data.node_tree.nodes 376 | 377 | lumensNode = nodes.new("ShaderNodeGroup") 378 | lumensNode.location = (0,150) 379 | lumensNode.node_tree = bpy.data.node_groups["Area Lumens Converter"] 380 | data.node_tree.links.new(lumensNode.outputs[0], nodes["Light Output"].inputs[0]) 381 | lumensNode.inputs[0].default_value = self.lumens 382 | lumensNode.inputs[3].default_value = self.spreadAngle 383 | setup.nodeColor(self, lumensNode, self.colType, col, self.temp) 384 | 385 | else: 386 | setup.nodeless(self, data, self.colType, self.tint, self.temp, self.lumens) 387 | 388 | if self.setExposure: 389 | bpy.context.scene.view_settings.exposure = self.exposure 390 | if self.exposure > 0: 391 | bpy.context.scene.cycles.light_sampling_threshold = 0.01 / (self.exposure * 10) 392 | 393 | ob.select_set(True) 394 | return {'FINISHED'} 395 | return OBJECT_OT_add_light 396 | 397 | class SunLight: 398 | def __init__(self, name, tag, angle, temp, irradiance, exposure, rotation, skyStrength, skyTurbidity): 399 | self.name = name 400 | self.tag = tag 401 | self.angle = angle 402 | self.temp = temp 403 | self.irradiance = irradiance 404 | self.rotation = rotation 405 | self.exposure = exposure 406 | self.skyStrength = skyStrength 407 | self.skyTurbidity = skyTurbidity 408 | 409 | def create_light(self): 410 | class OBJECT_OT_add_light(Operator): 411 | bl_idname = "light.add_" + self.tag 412 | bl_label = "Add a " + self.name 413 | bl_description = "Creates a physically based light" 414 | bl_options = {'REGISTER', 'UNDO'} 415 | 416 | rotation = self.rotation 417 | skyTurbidity = self.skyTurbidity 418 | skyStrength = self.skyStrength 419 | name = self.name 420 | lightName = name 421 | exposure = self.exposure 422 | angle = self.angle 423 | lightType = 'SUN' 424 | order = self.irradiance * 1000 425 | 426 | irradiance: props.irradiance(self, self.irradiance) 427 | temp: props.temp(self, self.temp) 428 | useNodes: props.useNodes(self) 429 | useSky: props.useSky(self) 430 | setExposure: props.setExposure(self) 431 | 432 | def draw(self, context): 433 | layout = self.layout 434 | layout.use_property_split = True 435 | layout.use_property_decorate = False 436 | 437 | layout.prop(self, "irradiance") 438 | layout.prop(self, "temp") 439 | layout.prop(self, "useNodes") 440 | layout.prop(self, "useSky") 441 | layout.prop(self, "setExposure") 442 | 443 | def execute(self, context): 444 | bpy.ops.object.light_add(type='SUN') 445 | bpy.context.active_object.name = self.lightName 446 | ob = bpy.context.active_object 447 | data = ob.data 448 | 449 | data.angle = self.angle / 57.2957795 450 | ob.rotation_euler = self.rotation 451 | if bpy.context.scene.camera != None: 452 | z = (125/100) * bpy.context.scene.camera.location[2] 453 | ob.location[2] = z 454 | 455 | if self.useNodes: 456 | if (bpy.data.node_groups.find("Lumens Converter") == -1): 457 | bpy.ops.wm.append(filename = "Lumens Converter", directory = nodes_directory) 458 | 459 | data.energy = 1 460 | data.use_nodes = True 461 | nodes = data.node_tree.nodes 462 | 463 | nodes["Emission"].inputs[1].default_value = self.irradiance 464 | k = nodes.new("ShaderNodeBlackbody") 465 | k.inputs[0].default_value = self.temp 466 | data.node_tree.links.new(k.outputs[0], nodes["Emission"].inputs[0]) 467 | else: 468 | data.energy = self.irradiance 469 | data.color = conversions.kelvin(self.temp) 470 | 471 | if self.useSky: 472 | if bpy.context.scene.world == None: 473 | bpy.context.scene.world = bpy.data.worlds.new(name=self.name + " Sky") 474 | world = bpy.context.scene.world 475 | world.use_nodes = True 476 | nodes = world.node_tree.nodes 477 | if "World Output" not in nodes.keys(): 478 | nodes.new("ShaderNodeOutputWorld") 479 | if "Background" not in nodes.keys(): 480 | background = nodes.new("ShaderNodeBackground") 481 | world.node_tree.links.new(background.outputs[0], nodes["World Output"].inputs[0]) 482 | sky_texture = nodes.new("ShaderNodeTexSky") 483 | sky_texture.sky_type = "HOSEK_WILKIE" 484 | sky_texture.turbidity = self.skyTurbidity 485 | nodes["Background"].inputs[1].default_value = self.skyStrength 486 | world.node_tree.links.new(sky_texture.outputs[0], nodes["Background"].inputs[0]) 487 | 488 | dr = sky_texture.driver_add("sun_direction") 489 | for i in range(3): 490 | dr[i].driver.expression = "var" 491 | var = dr[i].driver.variables.new() 492 | var.targets[0].id = ob 493 | var.targets[0].data_path = "matrix_world[2]["+str(i)+"]" 494 | 495 | if self.setExposure: 496 | bpy.context.scene.view_settings.exposure = self.exposure 497 | if self.exposure > 0: 498 | bpy.context.scene.cycles.light_sampling_threshold = 0.01 / (self.exposure * 10) 499 | 500 | ob.select_set(True) 501 | return {'FINISHED'} 502 | return OBJECT_OT_add_light 503 | 504 | class IesLight: 505 | def __init__(self, name, tag, spotAngle, radius, temp, strength, lumens, exposure): 506 | self.name = name 507 | self.tag = tag 508 | self.spotAngle = spotAngle 509 | self.radius = radius 510 | self.temp = temp 511 | self.strength = strength 512 | self.lumens = lumens 513 | self.exposure = exposure 514 | 515 | def create_light(self): 516 | class OBJECT_OT_add_light(Operator): 517 | bl_idname = "light.add_" + self.tag 518 | bl_label = "Add a " + self.name 519 | bl_description = "Creates a physically based light" 520 | bl_options = {'REGISTER', 'UNDO'} 521 | 522 | name = self.name 523 | lightName = name 524 | spotAngle = self.spotAngle 525 | radius = self.radius 526 | strength = self.strength 527 | exposure = self.exposure 528 | if spotAngle: 529 | lightType = 'SPOT' 530 | else: 531 | lightType = 'POINT' 532 | order = self.lumens 533 | 534 | lumens: props.lumens(self, self.lumens) 535 | spotAngle: props.spotAngle(self, self.spotAngle) 536 | colType: props.colType(self) 537 | temp: props.temp(self, self.temp) 538 | tint: props.tint(self) 539 | useNodes: props.iesNodes(self) 540 | setExposure: props.setExposure(self) 541 | 542 | def draw(self, context): 543 | layout = self.layout 544 | layout.use_property_split = True 545 | layout.use_property_decorate = False 546 | 547 | layout.prop(self, "lumens") 548 | if self.lightType == 'SPOT': 549 | layout.prop(self, "spotAngle") 550 | layout.prop(self, "colType") 551 | if self.colType == "kelvin": 552 | layout.prop(self, "temp") 553 | else: 554 | layout.prop(self, "tint") 555 | layout.prop(self, "useNodes") 556 | layout.prop(self, "setExposure") 557 | 558 | def execute(self, context): 559 | bpy.ops.object.light_add(type=self.lightType) 560 | bpy.context.active_object.name = self.lightName 561 | ob = bpy.context.active_object 562 | data = ob.data 563 | 564 | data.shadow_soft_size = self.radius 565 | if self.spotAngle: 566 | data.spot_size = self.spotAngle / 57.2957795 567 | data.use_custom_distance = True 568 | 569 | if self.useNodes: 570 | if bpy.data.node_groups.find("IES Lumens Converter") == -1: 571 | bpy.ops.wm.append(filename = "IES Lumens Converter", directory = nodes_directory) 572 | 573 | if bpy.data.texts.find(self.lightName) == -1: 574 | bpy.ops.wm.append(filename = self.lightName, directory = texts_directory) 575 | 576 | data.energy = 1 577 | col = [self.tint[0], self.tint[1], self.tint[2], 1.0] 578 | data.use_nodes = True 579 | nodes = data.node_tree.nodes 580 | lumensNode = nodes.new("ShaderNodeGroup") 581 | lumensNode.location = (0,150) 582 | lumensNode.node_tree = bpy.data.node_groups["IES Lumens Converter"] 583 | data.node_tree.links.new(lumensNode.outputs[0], nodes["Light Output"].inputs[0]) 584 | lumensNode.inputs[0].default_value = self.lumens 585 | setup.nodeColor(self, lumensNode, self.colType, col, self.temp) 586 | 587 | iesNode = nodes.new('ShaderNodeTexIES') 588 | iesNode.location = (-200,150) 589 | iesNode.ies = bpy.data.texts[self.lightName] 590 | iesNode.inputs[1].default_value = self.strength 591 | data.node_tree.links.new(iesNode.outputs[0], lumensNode.inputs[3]) 592 | 593 | else: 594 | setup.nodeless(self, data, self.colType, self.tint, self.temp, self.lumens) 595 | 596 | if self.setExposure: 597 | bpy.context.scene.view_settings.exposure = self.exposure 598 | if self.exposure > 0: 599 | bpy.context.scene.cycles.light_sampling_threshold = 0.01 / (self.exposure * 10) 600 | 601 | ob.select_set(True) 602 | return {'FINISHED'} 603 | return OBJECT_OT_add_light -------------------------------------------------------------------------------- /light_presets.py: -------------------------------------------------------------------------------- 1 | ''' 2 | Copyright (C) 2020-2023 Orange Turbine 3 | https://orangeturbine.com 4 | orangeturbine@cgcookie.com 5 | 6 | This file is part of Extra Lights, created by Jonathan Lampel. 7 | 8 | All code distributed with this add-on is open source as described below. 9 | 10 | Extra Lights is free software; you can redistribute it and/or 11 | modify it under the terms of the GNU General Public License 12 | as published by the Free Software Foundation; either version 3 13 | of the License, or (at your option) any later version. 14 | 15 | This program is distributed in the hope that it will be useful, 16 | but WITHOUT ANY WARRANTY; without even the implied warranty of 17 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 18 | GNU General Public License for more details. 19 | 20 | You should have received a copy of the GNU General Public License 21 | along with this program; if not, see . 22 | ''' 23 | 24 | 25 | import bpy 26 | from . import light_classes 27 | PointLight = light_classes.PointLight 28 | SunLight = light_classes.SunLight 29 | SpotLight = light_classes.SpotLight 30 | AreaLight = light_classes.AreaLight 31 | IesLight = light_classes.IesLight 32 | 33 | lights = { 34 | 'natural' : [ 35 | PointLight( 36 | name = 'Candle', 37 | tag = 'candle', 38 | radius = 0.015, 39 | temp = 1800, 40 | lumens = 12, 41 | exposure = 6, 42 | ), 43 | SunLight( 44 | name = 'Moonlight', 45 | tag = 'moonlight', 46 | angle = 0.75, 47 | temp = 4500, 48 | irradiance = 0.001, 49 | exposure = 12, 50 | rotation = [0.785398, 0.785398, 0], 51 | skyStrength = 0.0001, 52 | skyTurbidity = 5, 53 | ), 54 | SunLight( 55 | name = 'Direct Sun', 56 | tag = 'directsun', 57 | angle = 0.526, 58 | temp = 5200, 59 | irradiance = 1000, 60 | exposure = -6.25, 61 | rotation = [0.785398, 0.785398, 0], 62 | skyStrength = 200, 63 | skyTurbidity = 2, 64 | ) 65 | ], 66 | 'incandescent' : [ 67 | PointLight( 68 | name = '70 lm C7 Appliance Light', 69 | tag = '70c7', 70 | radius = 0.015, 71 | temp = 2700, 72 | lumens = 70, 73 | exposure = 8, 74 | ), 75 | PointLight( 76 | name = '250 lm Vintage Decorative Light', 77 | tag = '250vintage', 78 | radius = 0.025, 79 | temp = 2700, 80 | lumens = 250, 81 | exposure = 6, 82 | ), 83 | IesLight( 84 | name = '750 lm A19 Wall Lamp IES', 85 | tag = '750a19wallies', 86 | spotAngle = 0, 87 | radius = 0.03, 88 | temp = 2700, 89 | strength = 0.4, 90 | lumens = 750, 91 | exposure = 5.1, 92 | ), 93 | PointLight( 94 | name = '1,000 lm A19 Lamp Light', 95 | tag = "1000a19", 96 | radius = 0.03, 97 | temp = 2700, 98 | lumens = 1000, 99 | exposure = 4.25, 100 | ), 101 | AreaLight( 102 | name = '3,800 lm A21 Ceiling Light', 103 | tag = "3800a21", 104 | shape = 'DISK', 105 | size = [0.033, 0.033], 106 | temp = 2700, 107 | lumens = 3800, 108 | exposure = 3.6, 109 | ), 110 | AreaLight( 111 | name = '5,800 lm PS30 Barn Light', 112 | tag = "5800ps30", 113 | shape = 'DISK', 114 | size = [0.038, 0.038], 115 | temp = 2700, 116 | lumens = 5800, 117 | exposure = 3.25, 118 | ), 119 | ], 120 | 'led' : [ 121 | SpotLight( 122 | name = '400 lm Flashlight', 123 | tag = '400flashlight', 124 | radius = 0.0075, 125 | angle = 65, 126 | temp = 2700, 127 | lumens = 400, 128 | exposure = 5.25, 129 | ), 130 | PointLight( 131 | name = '800 lm A19 Lamp LED', 132 | tag = "800a19", 133 | radius = 0.034, 134 | temp = 3000, 135 | lumens = 800, 136 | exposure = 4.75, 137 | ), 138 | AreaLight( 139 | name = '1,500 lm PAR38 Floodlight', 140 | tag = "1500par38", 141 | shape = 'DISK', 142 | size = [0.034, 0.034], 143 | temp = 3000, 144 | lumens = 1500, 145 | exposure = 1.25, 146 | ), 147 | IesLight( 148 | name = '3,500 lm DD42 Outdoor Lamp IES', 149 | tag = '3500dd42ies', 150 | spotAngle = 0, 151 | radius = 0.05, 152 | temp = 5000, 153 | strength = 0.035, 154 | lumens = 3500, 155 | exposure = 3.5, 156 | ), 157 | SpotLight( 158 | name = '5,000 lm LED Car Headlight', 159 | tag = 'headlightled', 160 | radius = 0.02, 161 | angle = 125, 162 | temp = 6500, 163 | lumens = 5000, 164 | exposure = 1.5, 165 | ), 166 | AreaLight( 167 | name = '9,100 lm Industrial LED Wall Pack', 168 | tag = "9100flood", 169 | shape = 'RECTANGLE', 170 | size = [0.23, 0.178], 171 | temp = 5000, 172 | lumens = 9100, 173 | exposure = -0.5, 174 | ), 175 | ], 176 | 'fluorescent' : [ 177 | AreaLight( 178 | name = '1,500 lm Photography Umbrella', 179 | tag = "1500ubmrella", 180 | shape = 'DISK', 181 | size = [0.838, 0.838], 182 | temp = 5000, 183 | lumens = 1500, 184 | exposure = -0.5, 185 | ), 186 | AreaLight( 187 | name = '2,500 lm Fluorescent Tube', 188 | tag = "2500tube", 189 | shape = 'RECTANGLE', 190 | size = [0.05, 1.22], 191 | temp = 5000, 192 | lumens = 2500, 193 | exposure = 1, 194 | ), 195 | PointLight( 196 | name = '4,500 lm Daylight CFL', 197 | tag = "4500cfl", 198 | radius = 0.03, 199 | temp = 6500, 200 | lumens = 4500, 201 | exposure = 1.5, 202 | ), 203 | IesLight( 204 | name = '12,900 lm ICE Commercial IES', 205 | tag = '12900iceies', 206 | spotAngle = 0, 207 | radius = 0.15, 208 | temp = 5000, 209 | strength = 0.015, 210 | lumens = 12900, 211 | exposure = 0.75, 212 | ), 213 | IesLight( 214 | name = '20,500 lm ED28 Crisp IES', 215 | tag = '20500ed28ies', 216 | spotAngle = 0, 217 | radius = 0.1, 218 | temp = 4000, 219 | strength = 0.01, 220 | lumens = 20500, 221 | exposure = 0.5, 222 | ), 223 | IesLight( 224 | name = '240,000 lm Stage HID Spotlight IES', 225 | tag = '240kstagespot', 226 | spotAngle = 110, 227 | radius = 0.15, 228 | temp = 6000, 229 | strength = 0.1, 230 | lumens = 240000, 231 | exposure = -1, 232 | ), 233 | ], 234 | } -------------------------------------------------------------------------------- /readme.md: -------------------------------------------------------------------------------- 1 | # Extra Lights 2 | A plugin for Blender that adds physically based, photometric light presets to the Add menu. 3 | 4 | For an extra 40+ presets, consider supporting the addon on the Blender Market: https://blendermarket.com/products/extra-lights 5 | 6 | To get started using the add-on, **[read the documentation](https://jlampel.github.io/extra_lights/)**. 7 | -------------------------------------------------------------------------------- /real_lights.blend: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/jlampel/extra_lights/15e588648b55f6c05f29b42ce2dccac1e7fffa48/real_lights.blend -------------------------------------------------------------------------------- /ui.py: -------------------------------------------------------------------------------- 1 | ''' 2 | Copyright (C) 2020-2023 Orange Turbine 3 | https://orangeturbine.com 4 | orangeturbine@cgcookie.com 5 | 6 | This file is part of Extra Lights, created by Jonathan Lampel. 7 | 8 | All code distributed with this add-on is open source as described below. 9 | 10 | Extra Lights is free software; you can redistribute it and/or 11 | modify it under the terms of the GNU General Public License 12 | as published by the Free Software Foundation; either version 3 13 | of the License, or (at your option) any later version. 14 | 15 | This program is distributed in the hope that it will be useful, 16 | but WITHOUT ANY WARRANTY; without even the implied warranty of 17 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 18 | GNU General Public License for more details. 19 | 20 | You should have received a copy of the GNU General Public License 21 | along with this program; if not, see . 22 | ''' 23 | 24 | 25 | import bpy, os 26 | from pathlib import Path 27 | from bpy.utils import register_class, unregister_class 28 | 29 | from . import light_presets 30 | 31 | natural_operators = [ light.create_light() for light in light_presets.lights['natural'] ] 32 | incandescent_operators = [ light.create_light() for light in light_presets.lights['incandescent'] ] 33 | led_operators = [ light.create_light() for light in light_presets.lights['led'] ] 34 | fluorescent_operators = [ light.create_light() for light in light_presets.lights['fluorescent'] ] 35 | 36 | try: 37 | from . import light_presets_bonus 38 | bonus = True 39 | except: 40 | bonus = False 41 | 42 | def sortOrder(op): 43 | return op.order 44 | 45 | if bonus: 46 | for light in light_presets_bonus.lights['natural']: 47 | op = light.create_light() 48 | natural_operators.append(op) 49 | natural_operators.sort(key=sortOrder) 50 | for light in light_presets_bonus.lights['fluorescent']: 51 | op = light.create_light() 52 | fluorescent_operators.append(op) 53 | fluorescent_operators.sort(key=sortOrder) 54 | for light in light_presets_bonus.lights['incandescent']: 55 | op = light.create_light() 56 | incandescent_operators.append(op) 57 | incandescent_operators.sort(key=sortOrder) 58 | for light in light_presets_bonus.lights['led']: 59 | op = light.create_light() 60 | led_operators.append(op) 61 | led_operators.sort(key=sortOrder) 62 | 63 | class NaturalsMenu(bpy.types.Menu): 64 | bl_idname = "OBJECT_MT_naturals_menu" 65 | bl_label = "Natural" 66 | def draw(self, context): 67 | for op in natural_operators: 68 | self.layout.operator( 69 | op.bl_idname, 70 | text=op.name, 71 | icon='LIGHT_'+op.lightType 72 | ) 73 | class IncandescentsMenu(bpy.types.Menu): 74 | bl_idname = "OBJECT_MT_incandescents_menu" 75 | bl_label = "Incandescent" 76 | def draw(self, context): 77 | for op in incandescent_operators: 78 | self.layout.operator( 79 | op.bl_idname, 80 | text=op.name, 81 | icon='LIGHT_'+op.lightType 82 | ) 83 | class LEDsMenu(bpy.types.Menu): 84 | bl_idname = "OBJECT_MT_leds_menu" 85 | bl_label = "LED" 86 | def draw(self, context): 87 | for op in led_operators: 88 | self.layout.operator( 89 | op.bl_idname, 90 | text=op.name, 91 | icon='LIGHT_'+op.lightType 92 | ) 93 | class FluorescentsMenu(bpy.types.Menu): 94 | bl_idname = "OBJECT_MT_fluorescents_menu" 95 | bl_label = "Fluorescent" 96 | def draw(self, context): 97 | for op in fluorescent_operators: 98 | self.layout.operator( 99 | op.bl_idname, 100 | text=op.name, 101 | icon='LIGHT_'+op.lightType 102 | ) 103 | 104 | def draw_naturals(self, context): 105 | self.layout.menu(NaturalsMenu.bl_idname, icon='LIGHT') 106 | def draw_incandescents(self, context): 107 | self.layout.menu(IncandescentsMenu.bl_idname, icon='LIGHT') 108 | def draw_leds(self, context): 109 | self.layout.menu(LEDsMenu.bl_idname, icon='LIGHT') 110 | def draw_fluorescents(self, context): 111 | self.layout.menu(FluorescentsMenu.bl_idname, icon='LIGHT') 112 | 113 | classes = [NaturalsMenu, IncandescentsMenu, LEDsMenu, FluorescentsMenu] 114 | for op in natural_operators: 115 | classes.append(op) 116 | for op in incandescent_operators: 117 | classes.append(op) 118 | for op in led_operators: 119 | classes.append(op) 120 | for op in fluorescent_operators: 121 | classes.append(op) 122 | 123 | def register(): 124 | for cls in classes: 125 | register_class(cls) 126 | bpy.types.VIEW3D_MT_light_add.append(draw_naturals) 127 | bpy.types.VIEW3D_MT_light_add.append(draw_incandescents) 128 | bpy.types.VIEW3D_MT_light_add.append(draw_leds) 129 | bpy.types.VIEW3D_MT_light_add.append(draw_fluorescents) 130 | 131 | def unregister(): 132 | for cls in classes: 133 | unregister_class(cls) 134 | bpy.types.VIEW3D_MT_mesh_add.remove(draw_naturals) 135 | bpy.types.VIEW3D_MT_mesh_add.remove(draw_incandescents) 136 | bpy.types.VIEW3D_MT_light_add.remove(draw_leds) 137 | bpy.types.VIEW3D_MT_light_add.remove(draw_fluorescents) 138 | --------------------------------------------------------------------------------