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Lookdev Module

Lookdev are a set of tools that help the artist to work on the lighting of the scene. In the shading pop-over the world back-ground can be replaced by a HDRI that is configured in the user preferences. Also a diffuse and reflective sphere can be rendered in the scene to help artist to understand the local lighting based on 2 known materials.


When syncing the world it is checked if an HDRI override is setup for the viewport (Instance::use_studio_light()). When this is the case the scene world isn't synced, but the LookdevWorld is used for drawing the background and extracting the world light to reflection probe.

    class World {

    class LookdevWorld {
        sync(new_parameters: LookdevParameters)

    class LookdevParameters {
        hdri: std::string
        rot_z: float
        background_opacity: float
        intensity: float
        blur: float

    World *--> LookdevWorld: lookdev_world_

LookdevWorld contains a world with a material for displaying a custom HDRI. During syncing the used texture and other parameters are updated.

Lookdev HDRI Spheres

    class LookdevModule {
        depth_tx_: Texture
        display_ps: PassSimple


    class Sphere["LookdevModule::Sphere"] {
        framebuffer: Framebuffer
        color_tx: Texture
        pass: PassSimple

    LookdevModule *--> Sphere: spheres_

LookdevModule::draw updates the internal sphere textures. LookdevModule::display displays the last textures on the active framebuffer LookdevView is used to create an view from the orientation of the current viewport.

    participant LookdevView
    participant LookdevModule
    participant Sphere

    activate LookdevView
    LookdevView --> LookdevModule: draw
        activate LookdevModule
        LookdevModule --> Sphere: bind_framebuffer
        LookdevModule --> Sphere: submit_pas

        deactivate LookdevModule
    LookdevView --> LookdevModule: display
        activate LookdevModule
        deactivate LookdevModule
    deactivate LookdevView

For performance reasons we reuse the last created shadow map. This shadow maps might not have detailed information on the location the spheres are positioned in the scene. To reduce these artifacts the spheres are scaled to 1/100th scale of a single scene unit; making the spheres most likely to be fully lit or in shadow.