Area light on PBR materials and shadow casting ability

Hey everyone,

First off, a huge thank you for the new area light feature—@srzerbetto, incredible job! I’ve been waiting for something like this for ages :grinning_face_with_smiling_eyes:.

I do have three more major feature requests that I’d love to see supported:

  1. Full PBR material integration
    Area lights should respond correctly to all PBR material channels (both with or without textures)—roughness, normals, metallic, etc.—so textures behave as expected under area illumination.

  2. Shadow casting
    Enable area lights to cast shadows just like directional lights, giving us more realistic and flexible lighting setups.

  3. Texture attachment on color channel
    Allow static textures (e.g. gobos or gradients) to be applied directly to the area light’s color slot for added creative control.

From my tests, none of these appear to be live yet—am I missing something? And if they’re already on the roadmap, is there an ETA for when we might see them?

Thanks again for all the hard work!
Tawibox

1 should be done, do you have a repro as it feels like a bug

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And 2. is super high on @srzerbetto list ;D

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I agree…

cf Disc arealights and support of shadows in arealights