Nodes/ComfyUI_KubaNodes/kubakub scene relight
ComfyUI Node

kubakub scene relight

Shows the building lit at night or by day, with lamps, glowing areas or the projection itself as light. Relights the model in Blender Cycles from the projection camera: an HDRI environment (built in or your own), point / area / spot / sun lights placed in facade metres, and masks that make the faces they cover glow (emissive material that lights the stone around it). Shadows and light bounces included. The image is at the matrix size, ready as a base or layer for the director.

By kubakubkub·Created 15 days ago·Updated 3 days ago· 9
kubakub scene relight
  • scene
  • emission_masks
  • projector
  • clay_color
  • viewer
  • image
  • alpha
  • report
  • plan
◄environmentnight►
◄env_strength0.30►
◄env_rotation_deg0►
◄lights// type x height distance watts #colour size / angle (metres from the frame centre, the ground, the wall) area -9 6 6 900 #ffd2a0 4 area 9 6 6 900 #ffd2a0 4 point 0 1 1 150 #ff9a50 0.3 ►
◄clay0.70►
◄roughness0.80►
◄samples64►
◄exposure0.0►
◄backgroundblack►
◄resolution_scale1.00►
◄emission_colors#ffb060►
◄emission_strength20►
◄hdri_file►
◄projector_brightness1.00►
◄projector_modelight►
◄viewNeutral►
◄cameraprojector►
◄audience_distance_m30.0►
◄audience_offset_m0.0►
◄eye_height_m1.7►
◄lens_mm24►
◄plan_width_m0►
◄previz_spot1►
◄audience_turn_deg0►
Categorykubakub/3d/scene

Inputs (29)

NameTypeDefaultDescription
sceneKUBA_SCENEFrom kubakub scene render.
environmentCOMBOnightBlender's built-in HDRIs, 'file' = hdri_file, 'none' = only your lights.
env_strengthFLOAT0.300–50Brightness of the HDRI environment light; 0 = only your lights.
env_rotation_degFLOAT0-360–360Turns the HDRI around the vertical axis (degrees), to move the sun or sky glow.
lightsSTRING// type x height distance watts #colour size / angle (metres from the frame centre, the ground, the wall) area -9 6 6 900 #ffd2a0 4 area 9 6 6 900 #ffd2a0 4 point 0 1 1 150 #ff9a50 0.3 One light per line: 'point|area|spot x height distance watts [#colour] [size|angle]' in metres (x from the frame centre along the wall, height above the ground, distance from the wall), or 'sun azimuth elevation strength [#colour]'.
clayFLOAT0.700–1Brightness of the clay material.
roughnessFLOAT0.800–1Roughness of the clay material: 1 = matte stone, lower = shinier.
samplesINT641–4096Cycles samples (denoised).
exposureFLOAT0.0-10–10Overall exposure in stops: +1 = twice as bright, -1 = half.
backgroundCOMBOblackWhat shows where there is no building.
resolution_scaleFLOAT1.000.1–1Render smaller for quick looks; the output is scaled back to the matrix size.
emission_masksoptMASKMasks at matrix size (director layer masks, regions mask ...): faces covered by a mask glow. A batch = several emitters.
emission_colorsoptSTRING#ffb060One colour per mask, comma separated (the last one repeats).
emission_strengthoptFLOAT200–10000Emission strength of the glowing faces.
hdri_fileoptSTRINGAn .hdr / .exr for environment = file. Empty: the built-in night environment is used instead and the report says so.
projectoroptIMAGEOnly the first frame of a batch is used. Your projection picture (the matrix, as on scene preview): it is cast from the projection camera like a real projector, with falloff, surface angle and the shadows other lamps would not show. With camera = audience you see the building with your picture on it, in its street, under your lamps.
projector_brightnessoptFLOAT1.000–1001 = the image lands at about its own brightness on a frontal wall.
projector_modeoptCOMBOlightlight = cast from the camera like a real projector: this is the one for a projection, it shines by itself. paint = the image becomes the model's colour (textures on the building) and is only as bright as the lamps and HDRI make it: dark at night.
viewoptCOMBONeutralTone mapping. Neutral = the projected picture keeps its colours, also when it is bright (the one for a projection). AgX = filmic, soft highlights for lamp moods, but it bleaches a projection towards white. Standard = no tone mapping: exact colours until they clip to white.
clay_coloroptCOLOR#ffffffColour of the clay material (the building and its surroundings); 'clay' sets how bright it is. White = neutral grey clay, as before.
cameraoptCOMBOprojectorprojector = the matrix view, the building alone (content, a base for the director). audience = from a spot in front of the building, with its surroundings (kubakub scene surroundings): the lit place as a visitor sees it; drag the ring on the plan to move it. previz = the very viewpoint of kubakub scene preview (connect its scene output): same spot, lens and size.
audience_distance_moptFLOAT30.00.5–2000camera = audience: metres in front of the wall (the 'distance' of a scene preview spot).
audience_offset_moptFLOAT0.0-1000–1000camera = audience: metres left (-) or right (+) along the wall (the 'x' of a scene preview spot).
eye_height_moptFLOAT1.70–500camera = audience: eye height above the ground; 20-60 for a view from above.
lens_mmoptFLOAT246–300camera = audience: focal length (smaller = wider).
plan_width_moptFLOAT00–3000How many metres the light plan shows across. 0 = fitted to the lamps, the projector and the audience; larger to see more of the surroundings.
previz_spotoptINT11–64camera = previz: which spot of scene preview (its line in 'spots').
audience_turn_degoptFLOAT0-180–180camera = audience: turns the camera away from the middle of the facade, in degrees (+ = to the right). On the plan: drag the small dot in front of the ring.
vieweroptKUBA_VIEWERThe audience spot of kubakub scene measure / audience viewpoint / project settings, one spot for all nodes. With camera = audience it replaces audience_distance_m, audience_offset_m and eye_height_m of this node (dragging the ring on the plan then does not move the camera).

Outputs (4)

NameTypeDescription
imageIMAGEThe relit clay from the projection camera, or from the audience.
alphaMASK1 where the building is (camera = audience: and its surroundings).
reportSTRINGSize, lights, environment, samples, glowing faces and render time.
planIMAGETop view of the light plan, the audience at the bottom: every lamp in its colour with its number (the line in 'lights') and height, the model (orange), the projector (dot), the audience camera (ring) and the surroundings (grey).