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  #1  
Old 01-21-2021, 06:45 PM
hannahapz hannahapz is offline
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Join Date: Apr 2018
Posts: 22
Point light bleeding through divider

I was hoping to get support on point light/spot light. Without using a TexQuad, there's no real way for me to constrain a point light to have a high focus on a small area of space (due to its omnidirectionality).
In the pictures below, shown is a small cylinder linked to a point light source. Turned on, the light bleeds through the divider running through the box and onto the red car. How do I prevent this?

https://i.imgur.com/2bT5K36.jpg
https://i.imgur.com/0xECFyN.jpg

Thank you!
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  #2  
Old 01-29-2021, 03:49 PM
sado_rabaudi sado_rabaudi is offline
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Join Date: Jul 2016
Posts: 40
Hi Hanna,

Would it work if you used some geometry (like a wall) and then set it's alpha value to 0 (so that it's not visible)? Is what you're looking for to keep the spread of the light to a fixed space, but without having to add geometry to do that?
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  #3  
Old 02-02-2021, 11:39 AM
hannahapz hannahapz is offline
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Join Date: Apr 2018
Posts: 22
Hi Sado,

The latter is exactly what I'm looking for (a non-geometric way to constrain point light).

With that said, I've use geometry to artificially constrain the light, but I get quite a discrete cut-off, and thus lose the natural gradient of point light.

As for attempting to avoid using geometry to constrain point light (by adjusting for intensity, spread, attenuation, position, or euler), what I get is an all-or-none situation. It seems as though none of the functions enable to fine-tune the gradient of point light.

I hope this makes sense!
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  #4  
Old 02-08-2021, 10:36 AM
sado_rabaudi sado_rabaudi is offline
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Join Date: Jul 2016
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Hi Hanna,

I had messaged a few of my colleagues to see if they have any suggestions. The only thing I can immediately think of is to try reducing the alpha value of the geometry to 0, but I'll let you know what they say.

Best,
Sado
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  #5  
Old 03-01-2021, 09:31 AM
hannahapz hannahapz is offline
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Join Date: Apr 2018
Posts: 22
Hi Sado!

So I ended up creating a render node and texture for a camera I displaced away from view. The camera captured a light source and projected this remote light onto a smaller texquad I glued to the floor of the placeholder in view.

This workaround maintained the light gradient and prevented spillage.
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