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Questions about using light objects (point, sun, spot, and area), the world object, and shader nodes that have emission properties (principled, principled volume, and emission)
2
votes
What is the falloff function for the spot light blend value
To quote the manual:
The falloff rate of the spot light is a ratio between the Blend and Size values; the larger the circular gap between the two, the more gradual the light fades between Blend and S …
3
votes
Accepted
Does the size of the cone of a spot lamp have a meaning?
EDIT: comment indicates that the question was about the length of the cone. That's entirely and only so you can visualize where the spotlight's light falls. It has no impact on the intensity of the l …
2
votes
How does spot lamp radius affect the cone size
There is no relationship. The lamp's radius, as described in the manual only affects the softness of shadows and highlights. Also, the size of the light cone should not change when you change the ra …
7
votes
Accepted
Light, stop using Nodes?
Select the light, open the shader editor and clear the Use Nodes Checkbox
This won't delete the node tree but will stop using nodes.
You can open the shader editor by going to the dropdown menu in th …
2
votes
Strange shading when joining two objects?
It looks like one of the objects was originally smooth shaded while the other was not. Select the joined object in object mode, Right Click and select Shade Smooth from the menu. Then go to the Prop …
2
votes
Accepted
Is there a blender lighting setup or mesh that replicates the shadows seen in object mode?
Let's start by talking about what Object Mode lighting is.
When you are in object mode, your scene is lit, but not by the lights you have placed in the scene, nor, usually by any world lighting. … (To be precise, you are using the Workbench renderer's default lighting.) …
1
vote
How to reduce noises of light reflection on the static object in video?
I would disable the render denoiser, add a denoiser pass, and use the compositing denoiser. It seems to do a better job.
Disable the render denoiser in Render Properties of the properties editor:
En …
2
votes
light blinking randomization
Here is one way, that gives each light its own values for P and X, as well as for the Blink rate. This gives maximum flexibility.
Add a light to the scene. I picked a point light, but this approach …
4
votes
Accepted
How to properly use Cycles Light Groups?
The 3.2 Cycles Release notes describe Light Groups thusly:
a type of pass that only contains lighting from a subset of light sources. … Effectively, each light group is a Render Layer pass, that contains the lighting from the specified group. You use it in the compositor to modify the lighting. The easy example is changing color. …
3
votes
Accepted
"Fake" scene with a lot of lights (e.g. a city in night)
I assume you know the obvious way, which is to have someone go to the scene and create an HDRI that you then use as your world shader with a setup like this:
where the mapping node is only used to …
1
vote
How do I turn on RTX
Edit Preferences and go to the System Tab. Your graphics card should be listed under "Cycles Render Devices". Enable it. That's all you need.
Here's my Preferences. I have a different graphics car …
3
votes
Accepted
where this background come from
The background is an HDR that is in the world lighting settings. If you open the shader editor and go to world mode you'll see something like this:
perhaps without some of the nodes. …
1
vote
Theres something wrong with my viewport shading
The house "turns black" because nothing is lighting it. You can go to the world properties and increase the strength of the world light or add an HDRI to your world. …
2
votes
HDRi and sun lamp vs Nishita sky texture
If you use an HDRi and a sun lamp, you would need volumetric lighting and cloud models to accomplish the same effect. …
1
vote
Images as Plane with Principled Shader should be less influenced by the environment. Combine...
You need to mix a transparent shader with the emission shader, using the alpha channel of the image to select. Something like this: