Light Takes — User Manual

Version 2.0 · Blender 4.2 LTS+ · All panels live in 3D View → Sidebar (N) → Light Takes

1. Core Concepts

TermMeaning
TakeA complete lighting setup: light positions & parameters, visibility, reflector materials, world state, render resolution — and optionally its own camera. Click a take button to apply it instantly.
LabelWhat makes a light/reflector "managed" by Light Takes. Labeled objects show viewport name tags and are tracked per take.
Global (G)A labeled light that exists in every take, with independent parameters per take.
Solo (S)A labeled light that belongs to specific takes only; it is hidden and listed as (Inactive) elsewhere.
SubjectAn optional collection whose objects' state (visibility, transform, materials) is also snapshotted per take.

2. Install & Upgrade

Back up first. Migration is one-way; keep a copy of important 1.x files until you have verified everything.

3. Quick Start

  1. Open the Labels panel → select your lights → Label All
  2. In Takes, press to create Take 1. Light your scene.
  3. Press again — the current setup is copied. Relight: that's Take 2.
  4. Select a camera, click the 📷 icon to bind it to the current take (optional).
  5. Click take buttons to compare. Render All renders everything + a contact sheet.
Takes panel with 4 take buttons, lights list expanded

4. Labels Panel

ButtonAction
Add Label / Remove LabelLabel or unlabel the active light/reflector. Reflectors get a role (Silver Bounce, Diffusion, Backdrop…) which auto-assigns a preset material and display mode.
Label AllLabels every unlabeled light with its object name.
OrganizeMoves labeled lights, reflectors and cameras into a tidy collection hierarchy (# Lights, # Reflectors, # Cameras).
SyncRenames objects to match their label names.
Label / Info / CombinedCycles label display: name only, live parameters (power · color · size/angle), or both.
👁Master toggle for all viewport labels.

5. Takes Panel

Header toolbar

IconAction
◀ ▶Move the active take left/right. Take data follows automatically.
− / +Remove (with confirmation — all states in that take are lost) / Add. Adding copies the current take's setup.
🔄Sync everything from the selected object to all other takes (see §6).
Opens the custom-sync popover.
🎬 (Render)Batch render dialog (§7).
🖼 (Image)Re-roll the contact sheet from the last batch (§8). Disabled until you have rendered once.

Click any numbered button to switch takes. Editing anything marks the take dirty; it is saved automatically when you switch away or save the file.

Per-take switches

ControlMeaning
S1 / S2Two booleans stored per take, exposed as Switch 1/2 outputs of the Info node (§12). Use them to toggle material/GN effects per take.
Switch IndexAn integer exposed as the Switch Index output — e.g. drive an Index Switch node to pick a backdrop color per take.
🔒Locked = one global index shared by all takes; unlocked = each take stores its own.

Camera binding

Each take can own a camera. Select a camera and click 📷: the take now stores that camera's position, rotation, lens, shift and DOF (including focus distance and f-stop). Switching takes moves/switches the camera accordingly. Click again to unbind; with a different camera selected, the icon becomes 🔁 and clicking rebinds. The camera name button focuses the view on it. The DOF icon toggles depth of field and places the focus empty.

Camera row: bound camera name + DOF + bind icons

Lights / Reflectors lists

Each row, left to right:

Header row extras: ▶ Cycle Show (animated light-by-light walkthrough; ONE = one at a time, ADD = cumulative; Move/Hold times in Global Settings), 🌐 world on/off, node-editor jump, eye-all toggle, ▲▼ reorder, and the lists for Reflectors & Props below.

Global / Solo (G/S)

  1. Turn on the G/S header toggle to show the mode column.
  2. Click G on a light → it becomes Solo, active only in the current take; other takes show it as (Inactive).
  3. On a Solo light, S toggles whether it is active in the current take.
  4. Shift+click restores the light to Global everywhere.
With the G/S column hidden, inactive Solo objects disappear from the list entirely — your list always shows exactly what the current take uses.

Subject collection

Appears when you have 2+ takes. Pick a collection, click to mark it as Subject, then tick the checkbox to enable snapshots. From then on the objects inside have their visibility/transform/materials stored per take. (Two deliberate steps: marking and enabling are separate.) Disabling warns you that per-take positions collapse to the current take.

Shortcut: right-click a collection in the OutlinerSet as Light Takes Subject (mark only) or Set as Subject & Enable Snapshots (the one-click version). If a collection is already the Subject but not yet enabled, the menu instead offers Enable Subject Snapshots.

Per-take parameters

Beyond transform/visibility/materials, you can make almost any property store an independent value per take. Right-click the property → "Assign to Light Take" — a shape-key value, a modifier setting, an object custom property, and so on. From then on each take keeps its own value and restores it on switch; editing under one take never bleeds into another. No drivers, no keyframes — the value lives in its normal place, the take system just snapshots and restores it.

PointDetail
What can be assignedNumeric, color and boolean properties on a labeled light/reflector or a Subject-collection object. The value must live on the object (or its data/shape-keys/modifiers).
Each take is independentWhen you assign, every take is seeded with the current value as its own starting point — so unused takes don't silently inherit a neighbour's value.
Per-Take custom propertiesIn the manager, ticking Per-Take when adding a property prefixes it with P_ — the same mechanism, handy for an integer that drives an Index Switch (§12).

Managing them: Extras → Per-Take Parameters opens a popup listing every assigned parameter with an inline value field and a per-row ✕ to unassign. Properties that no longer resolve (the shape key/modifier was renamed or deleted) show as (missing); clear them per-row or with Purge (§14). Cleanup is always manual on purpose — a rename looks identical to a deletion, so the add-on never removes a binding automatically.

Object vs material. "Assign to Light Take" only works for values that live on an object. A value on a shared material is excluded by design: changing it would affect every object using that material. To vary a shared material per object/per take, drive it from an object property through an Attribute (Object) node — see §12.

Reference changes — "Fix Other Takes"

Each take stores an object's local position/rotation/scale. A few Blender operations don't move an object — they redefine the reference frame that position is measured from (its origin, or its parent). Do that in one take and the other takes still hold the old numbers, so the object jumps to the wrong place when you switch to them. Light Takes detects this and offers a one-click fix that corrects every other take.

Breaks the other takesSafe — nothing to fix
  • Set Origin (Object → Set Origin, any mode)
  • Apply LocationCtrl+A → Location
  • Parent Without Inverse, Clear Parent Inverse
  • Re-parent / Clear Parent that actually moves the object
  • Normal Ctrl+P parenting (Object / Keep Transform)
  • Normal Alt+P → Clear & Keep Transform
  • Just moving the object (G) — a real position, stored per take on purpose

Why the right column is safe: those keep the object's world position (e.g. Keep Transform sets a parent-inverse that cancels the parent), so every take's stored numbers still resolve to the right spot.

How you're reminded — and how to fix. There is no constant panel warning (just like Blender never nags you to press Ctrl+A). A pending break surfaces only in two places, only when one actually exists:

Example. A prop sits in a different spot in Take 1 and Take 2. In Take 1 you run Set Origin → Origin to Geometry. Open Ctrl+A and Fix Other Takes lights up — or just click Take 2: the dialog appears, press Switch (Fix ticked). Both takes keep their own position; nothing jumps.

Don't confuse Fix with Sync. The same Ctrl+A menu also has Sync Selected to All Takes (§6) — and it does the opposite: it overwrites every other take with the selected object's current state, so they all become identical (per-take positions are lost). Fix preserves each take's own position; Sync flattens them. Reach for Sync only when you truly want "make this the same everywhere".
What "Fix" actually does. Origin / Apply changes are compensated so each take keeps its own position. Parent changes mirror Blender: if you used Keep Transform, every take keeps its own world position; a plain Clear (which Blender lets jump) jumps the same way in every take — it is never silently dragged back. So "use Keep Transform to preserve position" stays true; the fix only propagates the same result to the other takes.
Fix it before you leave the take. A break is detectable only while you're still on the take where you made the change — the switch dialog catches it at that first switch, so when it asks, say yes. Switch away without fixing and the other takes are left as-is, with no further reminder.

Scope: Subject-collection objects and Reflectors. Not auto-detected: Set Origin on a parent object (children shift passively), and Apply Rotation/Scale.

6. Syncing Between Takes

Main 🔄 button: copies everything about the selected object(s) to all other takes — the "make this consistent everywhere" hammer.

⚙ Custom sync popover: choose what (Everything ↔ Material / Visibility / Transform / Light Props — mutually exclusive with Everything) and where (All Other Groups / All Except… / Only Selected, with per-take checkboxes), then press Run Custom Sync.

Align to Take Reference (a temporary position clipboard)

Sync pushes from the source take to all/chosen takes — targets decided up front. Take Reference is a lightweight pull tool: mark one reference position, then align whatever you're looking at to it — a different object, or the same object in another take. Like "set a reference, then align elements to it".

It's a position clipboard, not a per-object memory — handy for "put this object exactly where that one is", or "same spot across takes". To match everything (rotation/scale/visibility/material) at once instead, use Sync.

7. Batch Render

Render All Groups renders every take to //<subfolder>/ next to your .blend, named {file}_{01..NN}. Options: resolution preset buttons (50/75/100/125%) or custom %, output subfolder, open-folder-after, and the Contact Sheet block (§8). Press Esc anytime to cancel; original settings are restored. Existing files are overwritten (the dialog warns you).

Each take re-applies its complete state (including per-take render resolution) before rendering — what you saw is what you get.

8. Contact Sheet

Generated automatically after a batch render (toggle in the dialog), saved as {file}_contact_sheet.png in the output folder. Colors match your renders exactly.

LayoutBehaviour
Masonry (Long)Pinterest-style vertical sheet. No cropping. Columns = 1 gives a clean top-to-bottom strip.
Fill (Mosaic)Covers the canvas completely at any image count. Cells stay close to each image's aspect; cropping is center-weighted.
HeroTake 1 large on the left, the rest fill the right. Put your lead option first.
Contact sheet, Hero layout — lead take large, other takes in a grid

9. Visibility Tools

Blender has three visibility flags per object: the Eye (Hide in Viewport, H/hide_set), the Monitor (Disable in Viewports, hide_viewport) and the Camera (Disable in Renders, hide_render). The addon's own controls — V, the list 👁, the Quick Light Hide button — are an all-in-one toggle that drives all three together, so “show” really means visible in the viewport, the Rendered preview and the final render. The raw native icons stay independent (see the escape-hatch tip below).

KeyWhereAction
V3D View / OutlinerAll-in-one toggle for the selection: flips Eye + Monitor + render together. Direction is “hidden on any axis ⇒ next press shows”, so it reveals an object that only the native Eye was hiding — which a Monitor-only toggle could not.
Alt+V3D View / OutlinerShow absolutely everything scene-wide — clears Eye, Monitor and render on every object (Alt+H plus render, in one key).
H (native)3D ViewBlender's own Eye hide — touches only the Eye axis (viewport + Rendered preview, not F12). It is captured per take like any other axis — see the table.

What each control touches:

Control3D viewportRendered previewF12 final renderStored in take
V / list 👁 / Quick Light Hidehiddenhiddenhidden✅ yes
H  (native Eye, on its own)hiddenhiddenrenders✅ yes (Eye axis)
nothing hiddenshownrendersrenders

Each take snapshots all three axes independently and restores them on switch — so Take A can have an object hidden (by any axis) while Take B shows it, and flipping between them just works; you never re-hide by hand. The H row is worth knowing: a lone Eye hides the object from the viewport and the Rendered preview but not from F12 — so it can “vanish from preview yet still render.” If that ever surprises you, select it and press V: its direction is “hidden on any axis ⇒ show,” so it clears a stray Eye even when the Monitor flag was already on — no scattershot Alt+H.

The three flags pair up only through the addon's own controls. V, the list 👁 and Quick Light Hide move Eye + Monitor + render as one. The raw Eye, Monitor and Camera icons you click directly (Outliner / Properties) stay fully independent — clicking the Monitor icon does not drag the Camera with it. That is the escape hatch for “hidden in the viewport for speed, but still in the render,” and because each axis is snapshotted independently, that deliberate desync is preserved per take.
The Monitor flag is the reliable backbone: unlike the Eye, hide_viewport works on objects that aren't in the active view layer (e.g. inside a Subject or Edit-Source collection), where hide_set() silently fails. Takes restore all three axes, but the Eye is best-effort and the Monitor flag is what always “sticks.”
Opening a file made before this version? Some objects may carry a saved native-Eye hide (Blender stores the Eye per object in the .blend): hidden in the viewport and Rendered preview while their Monitor/Camera icons say “shown,” reappearing in F12. Switching takes now heals these automatically (old snapshots had no Eye value, so the Eye is realigned to the Monitor state on apply). To clear one immediately, select it and press V (or Alt+V scene-wide), then save.

10. Edit Source — fix things where they live

Collection instances

Ctrl+Shift+Click a collection instance (3D View object mode or Outliner): the source collection is enabled, the instance hidden, and you edit the real objects. The orange banner shows where you are; nesting works (instance inside instance) with a breadcrumb. Click the gesture again (or the ✓) to step back out — everything is restored. Auto Isolate additionally enters Local View.

Geometry Nodes sources

Ctrl+Shift+Click an object whose Geometry Nodes reference other objects/collections (Object Info, Collection Info, exposed inputs — nested groups included):

Collections are revealed shallow: only their direct members appear. If a member is itself a collection instance, Ctrl+Shift+Click it to drill deeper (the two systems chain). Exiting restores every visibility flag — including excluded parent collections — exactly as they were.

During a GN edit session, avoid manually changing the visibility of unrelated collections — the exit restore returns the whole view layer to its entry state.
Editing a GN-referenced source: HUD shows the source name and Ctrl+Shift+Click to finish

11. Fast Light Tools

Three tools for placing and shaping lights quickly. All act on the active light (or the one you pick); none are tied to takes, so they work anytime.

Quick Light (Shift+Q)

A compact panel opens at your cursor. Pick a light with the A / B / C buttons (each shows its colour; a green dot means it has light linking; dimmed = hidden); the top shows the light's name and power/size. Then act — the panel closes when you launch a viewport tool, and stays open for instant toggles so you can see the result:

GroupButtons
PlacementPlace / Adjust (Reflection Place, §11.2) · New (create a light in the same style and place it)
Light LinkingPick / Subject / All (§11.3)
TogglesSolo (same 3-state logic as the list; Shift-click = back to Global) · Isolate (Shift-click = also disable environment) · Hide — each shows its current state

Drag the panel's empty area to move it; click outside, press Esc, or hit Shift+Q again to close. Buttons that need a visible light (Place/Adjust/Pick) are greyed out when the light is hidden.

Quick Light cursor panel

Reflection Place (Ctrl+Alt+R)

Hover a surface; the active light is positioned so its specular highlight lands under the cursor (the light aims along the view ray reflected about the surface normal). Motion is smoothed so it feels fluid, not jumpy.

InputAction
MouseRe-aim the highlight to the surface under the cursor
Tab / WASDChoose what the wheel adjusts: Distance / Power / Size / Spread
Wheel (Shift = fine)Adjust the active value
SpaceLock aim — freeze orientation, dolly distance only
Click / EscConfirm / cancel

The on-screen banner always shows the current mode and keys. Adjust in Quick Light launches this tool with aim already locked.

Reflection Place, highlight marker + readout pill

Make a light affect only the objects you choose. Each light gets its own private receiver collection behind the scenes, so editing one light never touches your real collections. Three actions (from the list, Quick Light, or operators):

ActionEffect
PickModal viewport picker: click objects to toggle whether the light affects them. Linked objects are boxed in green; hover shows yellow (will link) or orange (will unlink). RMB/Esc finishes.
Only SubjectLight affects exactly the Subject collection's objects.
AllClear linking — the light affects everything again.
Light-linking choices are stored per take — a light can illuminate different objects in different lighting setups, and switching takes restores each one.
Requires a renderer with light linking (Cycles, or EEVEE Next in 4.2+). On unsupported renderers the choices are saved but have no visible effect.

12. Node System

All nodes live in Add → Light Takes (Shader editor; the Geo logic node in Geometry editors).

Light Takes Info

OutputValue
Current GroupActive take number (1-based)
Total GroupsTake count
Progress0→1 across takes (great for gradients)
RandomStable random per take
Switch 1 / 2The per-take S1/S2 buttons (0/1)
Switch IndexThe per-take/global index (§5)

Light Label Logic (+ World / Geo variants)

Outputs Match = 1 when the active take is one of its targets. Set the Targets count, type take numbers into the Target sockets — or select the node and click take buttons in the node editor's sidebar panel. The World variant works inside world shaders; the Geo variant outputs a boolean.

Index Switch / Global Palette

Index Switch routes one of up to 8 inputs (Float/Vector/Color/Shader) by index. The index source decides the scope:

Global Palette manages a set of colors shared across materials, with randomize/algorithm tools in its sidebar panel.

Why route through a property instead of assigning the socket directly? A material is usually shared by many objects, so a value stored on the material moves them all together. Keeping the value on the object (read via Attribute) is what gives per-object — and per-take — control without duplicating materials.
Info node driving a backdrop color via Index Switch

Recipes

Concrete wirings for the most common request — "this value should follow the take". The walkthrough uses a world HDRI rotation, but the same patterns apply to any float, color or vector.

Rotating the environment per take. Wire the value into a Mapping node's Rotation Z ahead of the Environment Texture. Mapping rotation is in radians (30° ≈ 0.5236) — either type radian values directly or put a Math (Radians) node before the Mapping. Pick the pattern by how many different angles you need:

AnglesWiring
2One Logic (World) + one Mix (Float). Put the takes that use the second angle into the Targets, wire Match → Factor, first angle into A, second into B.
3–4
(several takes share an angle)
One Logic (World) node per angle, each listing its takes as Targets. Multiply each Match by its angle (Math ×), then Add the branches together.
One per takeInfo node's Current Group → Index Switch (Float), one input per take — see above.

Example of the multiply-and-add pattern — takes 1–3 share 30°, takes 4–5 use 90°, take 6 uses 210°:

Logic A [Targets: 1 2 3]  Match ── × 30° ──┐
                                           ├─ Add ─┐
Logic B [Targets: 4 5]    Match ── × 90° ──┘       ├─ Add ──→ Radians ──→ Mapping Rotation Z
Logic C [Targets: 6]      Match ── × 210° ─────────┘

Math (Add) takes two inputs, so summing N branches chains N−1 Add nodes — the order doesn't matter.

Why plain addition works: each take number appears in exactly one Logic node, so at any moment a single Match is 1 and the rest are 0. The multiply acts as a gate — the "off" branches contribute 0 — and the sum is exactly the active take's angle.

Keep the Target lists disjoint. If a take number is listed in two Logic nodes, both branches switch on at once and their angles add up (e.g. 30° + 90° = 120°).
World shaders: prefer the Logic (World) patterns. The Info node refreshes several outputs on every take switch (Current Group, Progress, Random…), which forces the environment to recalculate on every switch. A Logic (World) node only touches the world when its Match actually flips — with the multiply-and-add setup above, switching between two takes that share an angle costs nothing.

The same patterns elsewhere:

13. Light Presets

With a light selected, the panel lists presets matching its type. 💾 saves the light's complete node tree as a preset; click a preset to apply; 🔧 enters edit mode for rename/delete; 🔄 resets the light's nodes to default. Preset folder is configurable in Preferences.

14. Extras

14.1 Adjust F-Stop — DOF Focus (Ctrl+Alt+F)

Sets the active camera's depth of field by hand. On launch it enables DOF if it was off, binds a DOF_Focus empty as the camera's focus object, and drops you straight into grab mode — so moving the mouse repositions the focus point and the image refocuses live. The wheel rides the aperture at the same time. Runs from anywhere (Ctrl+Alt+F); the focus empty is hidden again when you finish.

While the tool is active it switches the viewport to Face snapping (closest) automatically, so the focus point lands right on the surface under the cursor instead of floating in space. Your own snap settings are saved on entry and restored the moment the tool ends — so this never leaves snapping toggled on behind your back.

InputAction
Mouse (Move)Reposition the ⦿ focus point — the camera refocuses to it live
Wheelf-stop / aperture, in 0.1 steps (clamped f/0.1 – f/32)
LMBConfirm
RMBCancel

A readout pill beside the marker shows the live f-stop and the focus distance from the camera, so you don't have to leave the viewport to read values; a hint banner lists the keys. Because a take's bound camera stores focus distance and f-stop (§5), the DOF you dial here is saved with the take and restored when you switch back.

14.2 Adjust Camera — Focal Length & Dolly

Reframes the active camera by hand: slide the mouse left/right across the viewport to set the focal length, and roll the wheel to dolly the camera in and out along its own view axis. Together these are the classic dolly-zoom — change the lens for a wider or tighter perspective, then dolly to bring the subject back to the size you want.

InputAction
Mouse XFocal length 10–300 mm in 5 mm steps, mapped across the middle 80% of the viewport width
Wheel (Ctrl precise · Shift fine)Dolly along the view axis — 1.0 / 0.5 / 0.1 unit steps (scaled by camera scale)
LMBConfirm
RMBCancel — restores the original focal length and position

14.3 Interactive Resize — Drag the Frame

Changes the render resolution by dragging the camera frame's edges, the way you'd resize a canvas in Photoshop — what you see in the frame is what renders (WYSIWYG). Grab any of the four edges (within ~20 px) and drag perpendicular to it; the cursor switches to a resize arrow and the resolution updates live. Drags accumulate, so you can nudge each side in turn. The camera's Sensor Fit is forced to Horizontal for the duration so the visible framing stays stable while only the canvas grows or shrinks.

InputAction
LMB drag edgeResize that side of the canvas live
ShiftResize symmetrically from the centre (both opposite sides at once)
EnterApply
Esc / RMBCancel

A readout by the cursor shows the new resolution and the delta from the start (green when growing, red when shrinking); a hint banner lists the keys. For exact numbers instead of dragging, the button opens a numeric Resize Canvas dialog with a nine-point anchor grid (which edge/corner stays put).

14.4 Floating Viewport

Opens a small, borderless picture-in-picture 3D view parked over the camera frame's bottom-right corner, so you can nudge a light and watch its effect without looking away at the main editor. The button toggles it (or Ctrl+Alt+P): click once to open, again to close. Its width is a fraction of the camera-frame width (clamped 160–900 px) and its height follows the frame's aspect, so it reads like an inset of the shot. A hint banner in the main viewport reminds you what it is and how to close it; it hides a few seconds after opening, and steps aside whenever a tool (Reflection Place, DOF, Interactive Resize, Edit Source) needs the same spot, so hints never stack.

Windows only for the borderless behaviour. The seamless borderless window — stripped of its title bar and auto-parked in the corner — uses Win32 window control, so it's a Windows feature. On other platforms the PiP isn't available in this form.

14.5 Frame Text

A typographic overlay locked to the camera frame — slate-style captions, watermarks and page furniture that scale with the composition and bake into the render. Size and margins track the frame, so what you see in the viewport matches the final image. Two independent layouts:

Cell text may contain tokens that resolve live at draw time, so the caption follows the active take: {page}, {total}, {take}, {camera}, {date}. Click a cell to edit it (one field per line). Frame Presets save and recall a whole style (all cells, scales and band settings) so a look carries across files.

14.6 Depth Preview & AI Reference Pack (Beta)

Depth Preview toggles a ControlNet-ready depth view of the current shot. On, it auto-fits the Mist range to everything renderable in front of the active camera, then swaps the scene onto a dedicated compositor tree that outputs an inverted 0–1 depth (near = white, far = black) — no need to understand Mist Start/Depth. Click again to leave; your own compositor setup is handed back untouched.

Export AI Reference Pack bakes the control images an AI relight pass needs. It opens a prompt editor (positive / negative, with starter templates), then in one render writes the channels you tick into an AI_Reference folder next to the .blend, plus a take.json holding your prompt and a control-image manifest with suggested ControlNet weights:

ChannelWhat it is
Depth (on)Inverted 0–1 depth, near = white
Albedo (on)Unlit material colour (plain sRGB, not AgX)
Beauty (on)The rendered image
NormalCamera-space normal map
AOAmbient occlusion
Edge (lineart)Line-art edge map

Tick All takes (batch) to export the pack for every light group in turn (switching take between renders), the way Batch Render does. Your compositor and output path are restored exactly afterwards. Beta — the channel set and JSON format may still change.

15. Preferences & Keymap

Edit → Preferences → Add-ons → Light Takes:

DefaultAction
V / Alt+VSmart visibility / show all (§9)
Ctrl+Shift+ClickEdit Source — instances & GN (§10)
Shift+QQuick Light panel at the cursor (§11.1)
Ctrl+Alt+RReflection Place (§11.2)
Ctrl+Alt+FDOF focus + f-stop wheel (§14.1)
Ctrl+Alt+PToggle Floating Viewport (§14.4)
Ctrl+Shift+RMBToggle instance orientation during Edit Source (§10)

16. Troubleshooting

SymptomExplanation / Fix
Console: migrated N legacy node(s) / state data migrated to schema v2Normal, once per pre-2.0 file. Save the file and it won't repeat.
Nodes briefly show “Initializing…”Normal self-repair after undo or opening older files; resolves in a frame.
Labels invisible in rendered viewportEnable Show labels in Render Preview in Global Settings → Display.
Changed lights “revert” when switching takesThat's the point — each take keeps its own values. Use Sync (§6) to push a change everywhere.
A light is missing from the list in some takesIt's Solo and inactive there. Enable the G/S column to see and toggle it (§5).
Energy slider does nothingCheck the Energy Factor in Global Settings → Light Control isn't 0; Reset Light Energy restores originals.
Outliner suddenly shows the monitor columnEnabled automatically during Edit Source for clarity; restored on exit.
Contact sheet missingNeeds ≥2 successful renders and the dialog toggle on; check the render output folder.
Light Linking has no visible effectNeeds Cycles or EEVEE Next (4.2+). The choice is still saved per take; it just won't render on unsupported engines.

17. FAQ

Do renders match the viewport? Yes — full state re-apply per take + visibility sync.

Different resolutions per take? Yes; stored per take, contact sheet handles mixed sizes.

Does the file work without the addon? Scene data is plain Blender; only the helper nodes need the addon to evaluate. Addon-free export is on the roadmap.

Where is my data stored? Inside the .blend (scene properties) — nothing external, nothing online.

Light Takes © 2026 Shawn · GPL-3.0-or-later · Support: x.nardo@gmail.com