Light Manager — UI List Component

The UI List is the visual representation of the scene's lighting hierarchy inside Scene Light Manager. It provides a dense, information-rich view of every light and emitter object in your scene.

UI List Component
Main UI List interface layout

1. The Main UI List Structure

The central list displays your scene structure, divided into three main types of rows: **World Rows**, **Collection Header Rows**, and **Light Object Rows**.

WORLD A. World Row

Appears at the very top of the list (can be hidden in options) and represents the active environment shading:

WORLD World Label

Displays the active world background shader block currently driving the environment ambient color.

HIDE_OFF Mute World

Toggles the world background shader on/off. When muted, it isolates scene lights against pure black. Lights up red when muted.

STICKY_UVS_LOC Isolate World

Isolates the world lighting contribution, temporarily disabling all other scene lights to inspect environment-only conditions.

COLLECTION_NEW B. Collection Header Rows

Represent rig folders or scene collections, featuring collapse triggers and bulk override locks:

OUTLINER Navigation & Control
  • RIGHTARROW Collapse / Expand: Toggles children visibility in the list hierarchy.
  • CON_TRACKTO Select Target: Selects the rig's tracking target empty object.
  • EMPTY_AXIS Select Controller: Selects the rig's main transform controller empty.
LOCKED Inherited Overrides
  • LOCKED LIGHT_GROUP Light Group Lock: Parent-level Light Group override.
  • LOCKED LIGHT_LINKING Light Linking Lock: Parent-level Light Linking override.
  • LOCKED SHADOW_LINKING Shadow Linking Lock: Parent-level Shadow Linking override.
  • icon_exposure_override Exposure Override: Active parent-level Exposure override.
STICKY_UVS_LOC Status Indicators
  • STICKY_UVS_LOC Isolate: Lights up if this collection is currently soloed.
  • PINNED Pin: Lights up if the collection visibility is pinned.
  • Count Children Count: Shows the number of lights inside, e.g. (3).
HIDE_OFF Visibility Toggles
  • RESTRICT_SELECT_OFF Selectability: Toggle viewport selectability.
  • HIDE_OFF Viewport: Toggle standard viewport visibility.
  • RESTRICT_RENDER_OFF Render: Toggle final render visibility (F12).
  • LOCKED Driver Lock: Active if properties are driven by animations.

LIGHT C. Light Object Rows

Represent individual light sources, meshes, or helpers:

LIGHT Emitter Type Icons
LIGHT_POINT Point Light LIGHT_SUN Sun Light LIGHT_SPOT Spot Light LIGHT_AREA Area Light icon_bouncer Bouncer icon_blocker Blocker icon_meshlight Mesh Light OUTLINER_OB_MESH Mesh Emitter OUTLINER_OB_EMPTY Empty WORLD HDRI Sphere
LINK_BLEND Relationship Assignment

Clicking opens a quick popup menu to assign the light to a group/linking:

  • LIGHT_GROUP Light Group (LG): Cycles compositor routing.
  • LIGHT_LINKING Light Linking (LL): Receive objects.
  • SHADOW_LINKING Shadow Linking (SL): Cast shadows overrides.
STICKY_UVS_LOC Status & Isolation
  • STICKY_UVS_LOC Isolate: Indicates if this specific light is currently soloed in the viewport.
HIDE_OFF Visibility Controls
  • RESTRICT_SELECT_OFF Selectability: Toggle viewport selectability.
  • HIDE_OFF Viewport Eye: Toggle viewport visibility.
  • RESTRICT_RENDER_OFF Render Camera: Toggle render visibility.

2. Inline Expanded Details Sub-Row

[NOTE] Expanded Sub-Row Interface: If a light is selected (and "Auto Expand" is enabled) or if "Expand All Details" is enabled, an indented sub-row └─ opens displaying properties directly within the list:

LIGHT For Lights

Provides inline adjustment parameters:

  • Target Pointer: Direct target assignment.
  • Power Slider: Edits energy value in Watts.
  • Color Picker: Edits color value.
EMPTY_AXIS For Controllers/Empties

Provides empty viewport display properties:

  • Display Type: Plain Axes, Arrows, Sphere, Cube, etc.
  • Display Size: Viewport size scale.