LightPack 02 - Interior - is a collection of lamps for Blender EEVEE and Cycles. This pack contains table lamps, floor lamps and ceiling lamps to help you light your scenes.
You will be getting:
- 6 unique lamps with high resolution meshes (Blend and FBX files)
- 8 absolute HDR lamp textures (Linear sRGB)
- 3 variation lamps (same HDR textures but different lamp design) and the 4 lightbulbs on their own.
What does "absolute" mean?
Most HDR content available online has been white balanced and pre-exposed, which can make the lighting process tedious and inaccurate if you want to use a physically-based workflow.
The textures from LightPacks have been created preserving the HDR value and color information as much as possible to conserve proper emissive intensity and color relation between different type of lights. They will light your scenes realistically, independently of the time of day of your environment. You also get correct bloom from your light sources.
With the Photographer add-on to adjust camera exposure and white balance like with a real digital camera, the LightPack helps you render photorealistic images quick and easy.
Optimized for Cycles and EEVEE compatible
Emissive meshes can be expensive to render as sampling can be difficult. This is why LightPack uses actual Blender lights that have been tweaked to match path traced mesh lights.
This also has the advantage to make LightPack compatible with EEVEE.
Easy to control
The Light Color and Power show you the actual color and intensity of the asset. Nothing is normalized, and you can reuse this information for your own lights.
You can simply adjust the Color and Power of your lights and the emissive materials will follow.
If you are not happy with your adjustments, you can easily revert back to the original values.
Easy to use with Asset Manager add-ons
The pack comes with thumbnails that make it easy to use with your favorite asset manager. The folder structure is compatible with Simple Asset Manager.
Assets are rotated to be used with Cursor Geometry orientation, or Snap to Surfaces along normals.
Some assets contain a boolean mesh that helps you placing them inside a ceiling for instance.
There is little chance that the assets you buy on the internet are exactly what you need. Subdivided meshes, triangulated meshes, bevels... this can make it impossible to do any modification.
This is why the assets from the LightPack 01 have been built as much as possible with Blender modifiers that you can tweak to your liking.
Cables are also created using curves and hook constraints to make it easier to adjust.
Materials are compatible with EEVEE and Optix as they don't rely on raytraced material nodes. They are using tiling textures and vertex painted masks, so you can easily modify the meshes and UVs to your liking without worrying too much about the textures.
All the 3D assets and HDR textures (EXR images) in the pack can be used for any commercial and non-commercial projects. However, you are not allowed to share them for free, nor resell them as is.
Tiling textures in the misc_textures folder are CC0 licensed from https://cc0textures.com
The Lightpack 01 video can give you more information about why and how to use Lightpack assets:
The best way to use the Lightpack is with an Asset manager add-on like Simple Asset Manager. With the Lightpack files, I am providing the old-but-free version of the add-on which includes a couple of extra fixes for Blender 2.83 and 2.90 compatibility.
Install Simple Asset Manager as an add-on, then in the add-on preferences, select a folder on your computer where you want to store your assets.
Unzip and copy the Lightpack folder into the folder that you selected earlier, and the lamps will appear in the 3D View panel on the right, under the Tool tab in the Simple Asset Manager panel.
Lamps that are supposed to be placed on walls and ceilings are oriented to be used with At Cursor, Rotation option (click on "At Origin" to make it appear). Don't forget to set your cursor orientation to "Geometry".
Frequently Asked QuestionsThe lightbulb is named 2700K 800lm, but the color temperature and the intensities of the actual light are slightly different, is it wrong?
The name corresponds to the manufacturer's information written on the lightbulb packaging, while the color and intensities of the light are the ones that I have found during the capture. Sometimes they are very close, in some cases they are a bit different.
There could be different reasons for these differences, like the quality of the lightbulb that isn't consistent per unit, or some small capture inaccuracies.
Intensities can also vary a lot because Blender pointlights are perfect spheres that emit in all directions, while some lightbulbs are only a partial spheres.
Please report any issue with the Pack, I am always open for feedback and want to deliver the best product possible. Contact me through Gumroad or on Blender Artists.
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