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lemon
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First solution using glass

A simple solution that may meet your need, but as @vklidu pointed me out in the comments, this is not working well with other lights.

enter image description here

The area where the light is placed is surrounded by a big box (selected below) with an open face where the portal is placed.

enter image description here

The node tree for this surrounding box is simply a "glass" with IOR set to one (flat transparency).

enter image description here

The light source (an area) also has a node tree:

enter image description here

It is emission shader except when the transmission depth (what comes from glass/transmissive materials) is at least 1.

Additionally, the surrounding box has a solidify modifier, as if not the light may go through it at the intersection with the floor plane.

There is some limitations, depending on the shape of the surrounding box (from which points of view you want to catch that).

Second solution, using transparency

The principle is the same with transparency instead of glass, but needs to fake a bit. But that allows other lights to work well it seems.

enter image description here

Here the mask object is extended along the floor to avoid light going outside of it where the mask meets the floor vertically.

So same mask shape as for @vklidu answer, thanks to him, but different node trees.

enter image description here

The nodes for the area lamp:

enter image description here

The ones for the mask:

enter image description here

First solution using glass

A simple solution that may meet your need, but as @vklidu pointed me out in the comments, this is not working well with other lights.

enter image description here

The area where the light is placed is surrounded by a big box (selected below) with an open face where the portal is placed.

enter image description here

The node tree for this surrounding box is simply a "glass" with IOR set to one (flat transparency).

enter image description here

The light source (an area) also has a node tree:

enter image description here

It is emission shader except when the transmission depth (what comes from glass/transmissive materials) is at least 1.

Additionally, the surrounding box has a solidify modifier, as if not the light may go through it at the intersection with the floor plane.

There is some limitations, depending on the shape of the surrounding box (from which points of view you want to catch that).

Second solution, using transparency

The principle is the same with transparency instead of glass, but needs to fake a bit.

enter image description here

Here the mask object is extended along the floor to avoid light going outside of it where the mask meets the floor vertically.

enter image description here

The nodes for the area lamp:

enter image description here

The ones for the mask:

enter image description here

First solution using glass

A simple solution that may meet your need, but as @vklidu pointed me out in the comments, this is not working well with other lights.

enter image description here

The area where the light is placed is surrounded by a big box (selected below) with an open face where the portal is placed.

enter image description here

The node tree for this surrounding box is simply a "glass" with IOR set to one (flat transparency).

enter image description here

The light source (an area) also has a node tree:

enter image description here

It is emission shader except when the transmission depth (what comes from glass/transmissive materials) is at least 1.

Additionally, the surrounding box has a solidify modifier, as if not the light may go through it at the intersection with the floor plane.

There is some limitations, depending on the shape of the surrounding box (from which points of view you want to catch that).

Second solution, using transparency

The principle is the same with transparency instead of glass, but needs to fake a bit. But that allows other lights to work well it seems.

enter image description here

Here the mask object is extended along the floor to avoid light going outside of it where the mask meets the floor vertically.

So same mask shape as for @vklidu answer, thanks to him, but different node trees.

enter image description here

The nodes for the area lamp:

enter image description here

The ones for the mask:

enter image description here

second approach
Source Link
lemon
  • 60.8k
  • 3
  • 68
  • 141

First solution using glass

A simple solution that may meet your need:, but as @vklidu pointed me out in the comments, this is not working well with other lights.

enter image description here

The area where the light is placed is surrounded by a big box (selected below) with an open face where the portal is placed.

enter image description here

The node tree for this surrounding box is simply a "glass" with IOR set to one (flat transparency).

enter image description here

The light source (an area) also has a node tree:

enter image description here

It is emission shader except when the transmission depth (what comes from glass/transmissive materials) is at least 1.

Additionally, the surrounding box has a solidify modifier, as if not the light may go through it at the intersection with the floor plane.

There is some limitations, depending on the shape of the surrounding box (from which points of view you want to catch that).

Second solution, using transparency

The principle is the same with transparency instead of glass, but needs to fake a bit.

enter image description here

Here the mask object is extended along the floor to avoid light going outside of it where the mask meets the floor vertically.

enter image description here

The nodes for the area lamp:

enter image description here

The ones for the mask:

enter image description here

A simple solution that may meet your need:

enter image description here

The area where the light is placed is surrounded by a big box (selected below) with an open face where the portal is placed.

enter image description here

The node tree for this surrounding box is simply a "glass" with IOR set to one (flat transparency).

enter image description here

The light source (an area) also has a node tree:

enter image description here

It is emission shader except when the transmission depth (what comes from glass/transmissive materials) is at least 1.

Additionally, the surrounding box has a solidify modifier, as if not the light may go through it at the intersection with the floor plane.

There is some limitations, depending on the shape of the surrounding box (from which points of view you want to catch that).

First solution using glass

A simple solution that may meet your need, but as @vklidu pointed me out in the comments, this is not working well with other lights.

enter image description here

The area where the light is placed is surrounded by a big box (selected below) with an open face where the portal is placed.

enter image description here

The node tree for this surrounding box is simply a "glass" with IOR set to one (flat transparency).

enter image description here

The light source (an area) also has a node tree:

enter image description here

It is emission shader except when the transmission depth (what comes from glass/transmissive materials) is at least 1.

Additionally, the surrounding box has a solidify modifier, as if not the light may go through it at the intersection with the floor plane.

There is some limitations, depending on the shape of the surrounding box (from which points of view you want to catch that).

Second solution, using transparency

The principle is the same with transparency instead of glass, but needs to fake a bit.

enter image description here

Here the mask object is extended along the floor to avoid light going outside of it where the mask meets the floor vertically.

enter image description here

The nodes for the area lamp:

enter image description here

The ones for the mask:

enter image description here

deleted 64 characters in body
Source Link
lemon
  • 60.8k
  • 3
  • 68
  • 141

A simple solution that may meet your need:

enter image description here

The area where the light is placed is surrounded by a big box (selected below) with an open face where the portal is placed.

enter image description here

The node tree for this surrounding box is simply a "glass" with IOR set to one (flat transparency).

enter image description here

The light source (an area) also has a node tree:

enter image description here

It is emission shader except when the transmission depth (what comes from glass/transmissive materials) is at least 1.

Additionally, the surrounding box has a solidify modifier, as if not the light may go through it at the intersection with the floor plane.

There is some limitations, depending on the shape of the surrounding box (from which points of view you want to catch that). For instance the cube's shadow is visible outside of the portal.

A simple solution that may meet your need:

enter image description here

The area where the light is placed is surrounded by a big box (selected below) with an open face where the portal is placed.

enter image description here

The node tree for this surrounding box is simply a "glass" with IOR set to one (flat transparency).

enter image description here

The light source (an area) also has a node tree:

enter image description here

It is emission shader except when the transmission depth (what comes from glass/transmissive materials) is at least 1.

Additionally, the surrounding box has a solidify modifier, as if not the light may go through it at the intersection with the floor plane.

There is some limitations, depending on the shape of the surrounding box (from which points of view you want to catch that). For instance the cube's shadow is visible outside of the portal.

A simple solution that may meet your need:

enter image description here

The area where the light is placed is surrounded by a big box (selected below) with an open face where the portal is placed.

enter image description here

The node tree for this surrounding box is simply a "glass" with IOR set to one (flat transparency).

enter image description here

The light source (an area) also has a node tree:

enter image description here

It is emission shader except when the transmission depth (what comes from glass/transmissive materials) is at least 1.

Additionally, the surrounding box has a solidify modifier, as if not the light may go through it at the intersection with the floor plane.

There is some limitations, depending on the shape of the surrounding box (from which points of view you want to catch that).

Source Link
lemon
  • 60.8k
  • 3
  • 68
  • 141
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