Light String Geometry Node
Light String is a pose-able geometry node that allows you to position it wherever you might need it. Light String has been updated to be Asset Library compatible with new controls for posing, adjusting brightness, and adjusting number of bulbs.
Updates for All Versions
- Asset Library ready—place blend file in library path. Can be dropped into your scene from the Asset Library.
- Updated handles for easier visibility in dark scenes.
- Added additional handles for controlling the curve slope on all axes instead of just the Z-axis.
Update for Blender 4.3
- Gizmo support for controlling number of lights and brightness in the scene instead of switching to the modifier panel.
To Use
- Add the file to your asset library path.
- Start Blender and open the Asset Library. Search for BulbString.
- Once you find BulbString, simply drag and drop the asset into your scene.
💡 If your library preferences are set to “Link”, you’ll need to enable Library Override. This can be done by going to the Outliner and selecting BulbString. Right-click on BulbString, then select Library Override > Make > Content & Selected. You will need to do this twice in order to manipulate the handles.
- Number of bulbs can be controlled using the small yellow dial or can be adjusted in the modifier panel.
- Light strength can be controlled using the large cyan dial or can be adjusted in the modifier panel, similar to the bulb number.
- Any geometry object can be used as a bulb. Simply clear out the default Bulb and select something else.
💡 In some instances after enabling Library Override, the two dial gizmos will disappear. To get them back, go to the Outliner and select BulbString. Right-click on BulbString, then select ID Data > Make Local. The two dials should reappear.
The BulbString geometry node outputs three attributes that can be used elsewhere, but are primarily used by the default materials—bulb
, total
, and Strength
.
-
Strength
is used to control the emission strength of the Bulb material -
bulb
is the index of each individual bulb, which determines the emission color. -
total
is the total number of bulbs available on the string and is used to determine what color is assigned to each index.
Example shader-node setup using attributes set by the geometry node: