We can play out with light structures for 3D assets, as the recent ASAM OpenMATERIAL 3D provides a hierarchy for them in vehicles. Hope we can control these lights on/off in simulation, including their transforms whenever needed, as in adaptive beam control systems.
Blender defines several light sources, most relevantly spot and area types. Material emission properties are another complementary mechanism, as I couldn't find a way to make the lamp illuminated only by other sources.
@ClemensLinnhoff @eknabevcc @tmIdiada Here are some early experiments with these mechanisms. Feel free to comment and suggest some resources for this feature.


We can play out with light structures for 3D assets, as the recent ASAM OpenMATERIAL 3D provides a hierarchy for them in vehicles. Hope we can control these lights on/off in simulation, including their transforms whenever needed, as in adaptive beam control systems.
Blender defines several light sources, most relevantly spot and area types. Material emission properties are another complementary mechanism, as I couldn't find a way to make the lamp illuminated only by other sources.
@ClemensLinnhoff @eknabevcc @tmIdiada Here are some early experiments with these mechanisms. Feel free to comment and suggest some resources for this feature.