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  • Published 23 Oct 2022

Physical Lighting in Blender

Physical Light Values, Physical Camera Values, Exposure, and White Balance

Lights

  • Lux - Mainly for Sun lights (It’s sometimes available for other light types)
  • Lumens and Candela - Mainly for punctual lights (Spot and Point)
  • Nits/EV - Mainly for Area lights and emissive materials, although the other value types can work as well. (Lumen and Candela (Same as Nits))
  • As well as a full range EV/exposure value for the camera. (As seen in Photographer addon)

Photographer_EV.png

Camera

  • ISO
  • Shutter Speed
  • Aperture/F-Stop

Photographer_PhysicalCameraValues.png

These are just the basics for lighting. There are a lot of other physical properties as you might know that are more toward the visual look of a scene/render. Anamorphic, Lens Blades, etc

Most major renderers/3D applications including game engines like UE4/UE5, Unity, and now Godot 4, all support physical light values.

Blender is one of the few that don't officially support this by default. Using the blender default power/watts unit is really confusing or needs a lot of research when trying to get accurate lighting as well as consistency between applications. I use both Unreal and Unity with the physical light values because it is mainly how I learned to apply light values. Going from this to Blender and using the default power/watts is really confusing, so it would be nice to have physical values for the lights/lighting, and camera.

The current default power/watts unit can stay as an option for backward compatibility and for anyone who is comfortable using it.

With that said I’ve only ever used the built-in lighting value in Blender a few times before switching over to using the Photographer addon. I’ve watched a lot of videos on trying to get real-world values to match with the current system. It’s still not ideal but doable, so this is my pitch for Physical light units as I haven't seen one here yet.

Here are some images of how Unreal, Unity, Godot, and the Blender Photographer Addon handle Physical Light Units.


UE5 - Physical Light Setup

Directional Light UE5_DirectionalLight.png Point Light UE5_PointLight.png Spot Light UE5_SpotLight.png Area Light UE5_AreaLight.png


Unity (HDRP) - Physical Light Setup

Physical Camera Unity_PhysicalCameraValues.png

Default Lens/Sensor Types Unity_PhysicalCamera_DefaultSensors.png

Directional Light Unity_DirectionalLight.png

Point Light Unity_PointLight.png

Spot Light Unity_SpotLight.png

Area Light Unity_AreaLight.png

Emissive Materials Unity_EmissiveLight_Material.png


Godot 4 Beta - Physical Light Setup

Directional Light Godot_DirectionalLight.png

Point Light Godot_PointLight.png

Spot Light Godot_SpotLight.png

Emissive Materials Godot_EmissiveLight_Material.png


Photographer Addon - Physical Light Setup

Directional Light Photographer_DirectionalLight.png

Point Light Photographer_PointLight.png

Spot Light Photographer_SpotLight.png

Area Light Photographer_AreaLight.png

Emissive Materials Photographer_EmissiveLight_Material.png

Light Unit Options

Punctual/Area Lights Photographer_LightUnits.png

Sun/Directional Light Photographer_LightUnits_Directional.png

Physical Light Units and Camera Properties will get Blender in line with the standard used across most rendering applications.

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Development Status: Open

Upvote 21 Downvote 0
TheLoneWolf
23 Oct 2022

4 Comments

sebbosebbo267

I think thats way to much ,.. some tiny Features and things maybe . ..and the devs. implemented or copy not other engines. UE5 is multi million $ program... but try it here .

TheLoneWolf Author

This isn't a post to replicate a game engine and all its features in Blender. It's just about getting blender to the industry standard for working with lighting units and camera behavior.

There are no multi-million dollar changes being requested.

2
123blender123

Yes its needed I think without addon and I also wonder if u can present me info about which values usually a sun use or lamps, is there a resource to find that information without too much detail? because I usually do it randomly. So blender also need some tooltips about what usually a sun has which value

TheLoneWolf Author

A lot of it will be general knowledge you'll get used to after working with it for a while. It will all be in ranges for each Unit.

EV Ranges Light Unity Ranges (Per Light type/Use) Nits/EV Ranges for Emissive Materials.

Here are a few resources that help a lot to learn these ranges. After a while, you won't need to reference them anymore.

Sun/Sky Intensities en.wikipedia.org/wiki/Daylight

Light types/Uses and EV Ranges docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@14.0/manual/images/LightCheatSheet.png

Doc with slightly more information. docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@14.0/manual/Physical-Light-Units.html

Sunny 16 Rule - This will be more useful getting accurate exposure using the camera settings to control exposure rather than a defined EV Value (Just another option and will mostly be useful if you are matching filmed content)

en.wikipedia.org/wiki/Sunny_16_rule

Some of it will come down to specifics (Going on websites to find IES Profiles, Color Temperature, and Lumens) from manufacturer websites.

The doc here also contains some of the biggest Light/Light Fixture manufactures docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@14.0/manual/IES-Profile.html

Also, a little more info on EV and a calculator included scantips.com/lights/evchart.html

A lot of Unity Links because I use Unity a lot and they have solid docs on this.

Information is information and physical lighting work across all applications with the same system.