I run a software product business for 3D creators.

Designer → CG artist → developer. I build the tools I wished existed — creator of Light Wrangler for Blender.

Side note: Trusted by 5,000+ artists since October 2023.

Leonid Altman

The problem → my solution

Lighting inside Blender can be slow and fiddly. Lots of clicks, lots of panels, not enough flow.

Light Wrangler makes lighting feel natural: point, place, adjust — right in the viewport.

Before:

hunt through properties, guess settings, break flow.

With Light Wrangler:

click in 3D view, see results instantly, keep creating.

See how it works →

What Light Wrangler does well

Point-and-click lighting.

Add, move, and aim lights directly in the viewport.

Gobo & IES support.

Textured beams and real-world photometrics when you need them.

HDRI baking.

Capture your look-dev into HDRIs for reuse and speed.

Scrim light effects.

Soft, believable falloff that flatters products.

Built for artists.

Small, obvious controls. No manual diving.

Credibility

Launched October 2023

Serving 5,000+ artists worldwide

Shipping updates regularly

What artists are saying

★★★★★

"Game changer. Turns lighting from a tedious technical task into an enjoyable artistic process. I achieve results in minutes that used to take hours."

— Professional product visualizer
★★★★★

"Worth every penny. The best lighting addon for Blender, period. Developer is responsive and updates are frequent. Can't go back to the old way."

— 3D artist & educator

What I'm building next

Remote Repo for Blender Add-ons (Upcoming)

A simple way for add-on developers to ship updates, manage licensing, and see basic install analytics — with minimal code.

Status: planning MVP.

Join the waitlist →

About

I'm Leonid Altman. I build software for 3D creators.

I started in logo and CG product visualization, got obsessed with lighting, and wrote the tool I wished I had. Now I focus on Light Wrangler and developer tools for the Blender ecosystem.

Not taking CG/logo client work.

Archive

Earlier work from the design/CG era lives here for context and history.

Visit the archive →