light-option VISIBLE/VOLUMETRIC
ADDING TO EXTEND LIGHTOPTIONS WITH THE POSSIBILITY TO MAKE THE LIGHTRAYS VISIBLE AS A VOLUME (LIGHTRAYS) + TO ADD NOISE (4D) TO THIS VISIBLE/VOLUMETRIC LIGHTING.
(see example-pics of this)
ADDING TO EXTEND LIGHTOPTIONS WITH THE POSSIBILITY TO MAKE THE LIGHTRAYS VISIBLE AS A VOLUME (LIGHTRAYS) + TO ADD NOISE (4D) TO THIS VISIBLE/VOLUMETRIC LIGHTING.
(see example-pics of this)
4 Comments
All the pictures you've posted are already doable in Blender? I don't understand what you're asking. Lamp nodes in Cycles already allow you to add 4D noise to your lamp to give it an interesting pattern, and Eevee might get that feature after the rewrite as well, but in the meantime you can also put a mesh in front of the lamp to simulate that noise. (A)
The spot lamp that is present in all 3 of your pictures also has the option to draw a cone in the workbench renderer, is that what you're asking for? (B)
in A the light -output looks a bit volumetric, but the noise is not really showing up in the " visible light-volume" more in the shadows... (i had setup the lightoutput like in A but its rendering nothing...)
you mean the mesh in front of the lamp with volume-shader to fake a visibility of lightvolume?
the cone in B is not rendering as visible light-cone, also point light /area-light have no visibility in viewport or render.
the idea was to add this checkbox/attributes for visible light + noise in the light-properties to avoid unnessecary workarounds, how they are often used in blender to compensate the actual underadvancement of this software, compared to other professional 3d-software....
You have not added any volumetric scattering. Here's a picture with an example node setup for noise in the shadows.
I'm not sure what "unnecessary workarounds" you're talking about? You tell blender that your world, or some area of it inside an object (e.g. cube) is foggy, and Blender makes it foggy. Lights in blender already have a checkbox for whether or not they're visible in volumetric scattering, and by default it's set to on. Here I've turned it off for the red lamp. That's a pretty physically accurate way of doing it.
You want to skip using Volume Scattering? If this is something present in some other renderers, then show a picture of the setting, name them. I know it isn't present in either Luxcore or Radeon Prorender. Looking on Youtube, it seems it's not in Octane or Arnold either - you need to define a volume in them. Can't just tick a checkbox.
Or do those other renderers do the inverse of what Cycles, Luxcore, RPR, Arnold and Octane do, and make the world have scattering by default, and the lamps invisible to it, and let you turn it on with that checkbox?
ah i have to set up volume-scatter in the world- shader when i want to have volumetric light...but i still dont see the lightcone of the (spot)light-falloff....
in c4d you can change the lightsettings in the light-properties (visible etc).
links of the idea i was talking about:
help.maxon.net/c4d/s24/en-us/
help.maxon.net/c4d/s24/en-us/
in general its also the idea to make blender more userfriendly for artists/designers (not only nerds) who are not into coding + technical understanding of 3d-visualisation/computation and just want to create content using the software....