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Light Splitter Usage & Guidelines ​

This page explains the production workflow and naming constraints for the Industrial Light AOV Splitter.


Workflow Constraints ​

Because Blender stores lightgroups at the View Layer level, the add-on runs per viewlayer. Please follow these conventions for the automatic setup to succeed:

1. Collection Prefixes ​

Place all lights you wish to split into scene collections whose names start with the prefix lgt_ (e.g. lgt_key, lgt_fill, lgt_rim). Only enabled collections will be processed.

2. Alphanumeric Light Naming ​

Name your lights using letters and numbers only.

⚠️ Important: Do not use any underscores (_) in light names, as the splitter uses underscores to append the component passes (e.g., diffuse_env, specular_env).

3. Light Duplication & Reusability ​

If you want multiple physical lights to share the same lightgroup name, simply duplicate the lights. Blender automatically appends suffixes like .001 or .002. The add-on recognizes and ignores these suffixes, automatically mapping them to the base name group.


Advanced UI Tools ​

Large Scale Mode ​

If your scene size is extremely large, running viewport verification tests might cause occasional light loss or renderer timeouts. Check Large Scale Mode in the UI to optimize mesh parsing and prevent connection timeouts.

Emissive Objects & World Setup ​

Use the quick assign buttons in the properties panel to automatically map:

  • Emissive Objects: Scan the scene and assign a custom lightgroup to all meshes with material emission nodes (e.g. Principled BSDF Emission).
  • World Environment: Automatically create a separate lightgroup mapping for the world environment map (e.g. HDRI environment).

Released under the Blender License (GNU GPL v3 or later).