Can you block light?
I have a spot light in my scene that for some reason is projecting MUCH further that it should.
If I turn down the intensity, it'll be the wrong brightness than I need.
Is there some way to put like an invisible plane that can bock light in a scene?
Comments
Using the UberSurface shader included in Daz Studio will do the trick nicely. Just set the 'Fantom' tag on and it will become invisible to render, but visible in raytracing. A word of warning though, this means that it will ALSO be visible in any reflections, so keep that in mind when working it into the scene.
I just tried a quick experiment with that... Fantom seems to seems to do similar to "Not Visible in Render", so the plane I set between the spotlight and object didn't render, and light passed thru it, to the object, casting a shadow of the object....
That's actually the opposite of what I want. I want the plane to stop light from going past it, but to not be visible either. Basiclly a "the spotlight can not go beyond this point" thing...an invisible Gandalf saying Thou shall not pass!
Have a look at this to see if it is what you need, I don't have it so I can't help more : http://www.daz3d.com/advanced-spotlight
Here is the PDF for the above http://docs.daz3d.com/lib/exe/fetch.php/public/read_me/index/17409/17409_advanced-spotlight.pdf
It sounds like you need the "falloff" parameter, which the standard spotlights don't have but the ones Jimmy mentioned do.
However the Linear Point lights have falloff controls.
I made some spots by putting the linear point lights in a cone and set various falloffs...
Here's a quick example of the UberSurface Fantom setting in action. The cylinder is set to use the Fantom setting and the light is cast at a slight downward angle.
As HOF said, using a plane with Fantom turned on should do the trick...make sure Raytrace is also enabled, and set the light to Raytraced shadows. However, I agree with prixat that using a light with falloff would be a better, more realistic way to achieve what you want.
Works fine with Shadow Map shadows as well, but raytraced will always give the best results in either case.
What about the ray length in the spotlight options? Isn't that sort-of a fall off for spotlights?
No, Ray Length is one of the settings for the viewport avatar, it doesn't affect rendering.
Ahh, ok. Thank you for clearing that up for me :)
Older post, but the closest I could find to "on point" for my issue.
And just to recap the discussion above (to the extent I read it given I'd solved <scavenger>'s original problems - with the "decay" parameter: Reminder 1=linear fall off, 2=inverse square (AKA real world) fall off. And, Yes, non integer works fine. I'm using 0.8 in a current scene because I need the light to reach a bunch of nearer stuff but not materially reach a bunch of far-away stuff.
My current issue.
Within my knowledge, that can't be done in DAZ. But I know all you out there will know much better than me, so please give me some hints and pointers.
Just as an aside to the DAZ developers, Vue, many, many ,many years ago (so still today but I've not used Vue in a decade) had a parameter on each light where you could specifiy which objects in the scene it did, or did not, illuminate. A very crafty way to come up with some very theatrical lighting effects.
Looking forward to your suggestions. Cheers, Lx
Interstingly, I could'nt seem make physical baffles (like in theatrical lighting eg a black plane to block the spotlight light) attached to the light work. ?????
Is this Iray? Light path expressions are not terribly user-friendly but they do allow you to limit a light's effect to only certain objects (see the Canvases sub-tab in the Advanced tab of Render Settings). In 3Delight the Advanced Spotlight does have barn door settings, I don't think there is an Iray light like that.
Thanks Richard. I'm using 3-delight - its micromesh displacement capabilities way outshine most of Iray's other goodies for my current needs. I wasn't aware of the advanced spotlight with barnborrs, so will jump into that straightaway. Cheers. Lx
Umm, to my best knowledge the AoA lights have no barndoors, only normal light spread and support for gobos.
So to block out light barndoor style you need to use primitives just as descriibed earlier in this thread.
Quick example using an AoA spot and a primitive with UberSurface applied and Fantom active:
OK, but some light had barndoors - I can remember fiddling with them, in a desultory manner.