![]() So my question is, how can I improve my current method, or how could I make a realistic looking light beam for this scenario? Not only do I want an appealing visible and smooth looking beam, but preferably I’d also like it to effectively light up the room with its color. This also doesn't do much for lighting up the rest of the room. Not only this, but it bumps the render time significantly (about 15mins per frame). First off, it’s noisy of course, especially so because the start point is visible. This worked a lot better, but using volume brings up other issues. Then I tried using a spotlight lamp with volume, which is what I had intended to use originally. Additionally, with having so many emissive objects in the scene, it's hard to balance a strength in them all that not only powerfully lights up and dyes a large room in its color, but doesn't also blow out the lighting in the scene and produce fireflies. ![]() Mainly being that the beam itself, being a solid object, ended up looking beyond amateur than what is desired. ![]() Though this produced decent results in terms of lighting the venue, this method had its issues. I've been trying to create a live venue in blender recently, but have gotten stuck at the point of making realistic spotlights.įirst I tried using a cylinder mesh with an emissive transparency shader mix.
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