I am trying to make a spotlight project a square onto the wall in Eevee, but I can't find an easy way to do it. Right now I kinda have a jimmy-rig where I made a cube and put a square-shaped hole in it, then moved it in front of the light. This is really hard to move around though and I would like it to work as it does in Cycles with nodes. Is this possible? Or should I stick with my jimmy-rig?
55465
What is the correct vector input for a texture connected to a Cycles lamp so that I can make a projector-like textured light?  I am trying to make an projector-like effect with a textured light in Cycles, currently trying it out with a Spot type of lamp, but I am open to any solution involving other lamp types if they work correctly.  The problem is that whatever vector input I use, the texture is always projected downwards, towards the global $-Z$ axis in scene world space, no matter where I point my spot light. I would like to have the texture always project "forward" towards the the direction the spot light is pointing, in the local $-Z$ axis.    The plan would then be to use this spot at several places in my scene, pointing at different directions, and as it currently stands I would have to have a different node setup for each spot instance, manually compensating for each unique rotation in the scene, which would quickly become unpractical.  I have searched around the internet and I am currently using a solution similar to the one on this .  Is there any better method, perhaps involving some funky Vector Math, or is this not currently supported?
98870
What is the correct node procedure to add in a realistic texture over top of an emission object (CYCLES)? Adding an emission shader makes an object completely uniform with no apparent depth to it, in which case we add a fresnel or layer weight. So let's say I have a plane with an emission shader on it -- What I'm trying to do is take a texture like this  And apply it over top of that plane so that the emission comes through it and still provides light to the scene, and (ideally) takes into account the light and dark areas of the image rather than simply an even, uniform brightness throughout. As a point of comparison, this is the kind of effect I'm getting now by simply using the image texture as an emissive plane -- note the lack of detail and texture in the lit signs.
66018
We all know what Cycles is, at least to a first approximation: Cycles is  a path tracing engine [...] Specifically, cycles is a &quot;backwards&quot; path tracer, which means that it traces light rays by sending them from the camera instead of sending them from light source(s)  —from   Understanding its implementation clearly requires some more technicalities, like the BVH, the specificity of volumetric shaders etc, but even without all those details it's pretty clear what's the &quot;idea&quot; behind it. In short (Cycles): rays are traced back from the camera until they reach a source of light or the sky. Every time they &quot;hit&quot; something they have different possible routes -- each with its own probability, as described by the material settings: they can reflect at specular angle (specularity), bounce at random angle (rough diffuse), transmit through the surface (refraction), etc -- and during this route they accrue color, intensity etc. Since there are probabilistic choices along the route, multiple rays with different random seeds are cast and then averaged (samples) (1). As for , we know what it's for: it is a «modern, high-quality viewport that will perform better than the current Blender viewport» (); we know what it is not for: it «uses approximations on the behavior of light and will not be as accurate» as Cycles (). But I think it hasn't been written yet &quot;what it does&quot;. How would you shortly explain the workings of EEVEE to a friend (or to a class of non experts)? What are the main steps that go into the rendering process? Lit/shaded areas, occlusion, interaction with the materials, (possibly even subsurface scattering and volumetrics, that I guess must be somewhat tricky), etc... My description of Cycles above (1) is the type of understanding I'd like to get about Eevee. Thanks!
116433
I have a simple setup to try out Volumetric Lighting. I have a spot lamp and Volume Scatter set for the World. The cube has a window for the light of the spot lamp.     But no Volumetric Lighting. I have read most questions on this subject. But I have no idea where I am going wrong.
38134
I have these squares that spin 90 degrees when the falloff passes over them, I want them to change color from blue to magenta at the same time, I've made this array to clone one and got the color to work but it's only effecting the first one since they are all using the same material. How do I do this?  I either want to color the emission node using the falloff  OR Change color along with the 90 degrees of rotation  Rendered in cycles  I would love some help with this! :)
107726
Just started blender, following the donut tutorial. Using Blender 2.8. made another donut to practice, when adding Lights I can't find the 'Use Nodes' in the Light settings. Some help would be appreciated &lt;3
41975
I am thinking of writing myself a simple 2D game. It will not shine with perfect graphics or gameplay at first, but I'd consider it my first step in PC game development. So, imagine such simple sprite-based 2D game (like Heroes IV or Startcraft BroodWar).  I want the gameplay to support day/night with the according lighting changes and at the same time it will be madness to have to create sprites for every lighting nuance. So, I decided adding a semi-transparent layer on top of other objects will be enough.   The issue with this solution is if I have a light source object in the game (like the hero wearing a torch, or a burning building), there must be a lighter area around it, right? Since I am putting my semi-transparent layer over everything, how would you suggest to achive the torchligt visual effect I want? Maybe redraw that layer adding 'gaps' or differently colored areas based on the lighting effect?
92368
I'm wondering how to achieve a neon-light type effect. For example, in :    Or in :    Is that a Bloom Effect? Or what techniques would I have to look for?
12968
I started to work with EEVEE short time ago and I was amazed by the capabilities of this engine. However, I noticed something strange when I was rendering some tests. Some objects/reflections/shadows dissapear when they're off canvas. I imagine that maybe this is for save memory data, but it can be not suitable to some projects. To make my point graphical, I made a simple scene with simple objects. The main object is the sphere with a mirror-like shader. Out of focus there are different objects with different shaders. A yellow cone, a blue cylinder and a white cube light. But surprisingly, those objects dissapear when the composition is rendered. See the rendered animation below:  Notice that the blue cylinder is not even showing at all in the final render. And the blooming effect from the light cube also dies. I would like to improve this bahaviour and render the objects that are still out of canvas using EEVEE. Do I missing something like memory configuration or reflection/shadow tweaks? Is this caused by the EEVEE engine or by my GPU config (GTX1060)? Thank you in advance!
3928
The closest I can get to making mesh lights affect their environment in Blender Eevee is giving them an Emission material and turning on "Bloom". But this isn't emitting proper light, it just looks like it is, but it doesn't light the surroundings whatsoever.     I would like to be able to light a scene with meshes without having to put point lamps everywhere just to make them emit light.
13286
Blender 2.8 supports the same world node setup that Cycles does. This correctly puts the HDR image in the world background.  But EEVEE doesn't light the scene properly. Everything looks flat and washed out. Is there a way to properly light an EEVEE scene with an HDR?
100302
I am using the Cycles render engine. I love the ability to use my GPU for rendering, and I have achieved some nice results texture-wise, but I am having a hard time with lighting.   One problem in particular I've noticed is Hemi and Spot lights don't seem to work.   I also don't know what is the most professional way to setup lighting in Blender. I have heard some people say to use planes with an emitter texture for lighting. Does that work better than lamps?
54838
I'm kinda new to using Blender Eevee. I used to use Cycles, but that took too long to render. I'm doing a text animation with a video in the background, and I want the text to fade in and fade out. However, I cannot do this because Eevee is different from Cycles. Is there any way I can animate the transparency of an object so I can fade it in and out?
58306
I'm trying to make some LED lamp but the EMISSIVE feature doesn't react as I expect. I read on the Blender manual that the emission power is defined in Watts per Square Meter. It doesn't really seem to work the right way. From 0 to 1 it works well, but then, raising it to 10, it's not decuplicating the light, and even shooting it to 100000 won't really change much. You can see in the images how the change from 1000 to 10 millions doesn't change anything in the final image. For a test, I added an area light on top of the emissive model, and a 1 W light assigned to it makes faaaar more light than the emissive material. You can see the difference in the final image. What may be happening here? Now, I may trick and just use the area lamp, but I want to know what is happening so to know how to work in the future.        Real world sizes. Emissive surfaces are exposed, nothing in between. Actually, Eevee is not really lighting anything with the model, it just adds glow, a lot of it XD Tried in a brand new scene, same problem: emissive power doesn't do anything past a certain threshold. It looks like the power is logarithmic. You can download it here:  Also added the original file:
32701
I tried to assign different materials to face - they work correctly only on Eevee rendering.  When I tried to render using Cycles - the surface always black - doesn't matter what the material or base color, only 2 properties have value - Emission and Alpha, they work correctly, face orientation is ok on this face.    And the blend file
25507
I want to make certain shadows more prominent (using Cycles) without further illuminating the rest of the scene.  Example: I have a simple studio with a bowl of fruit and 3-point lighting.  The light looks great so I don't want to change it but I want the bowl to cast a darker shadow on the ground (without dimming the back-light).  Alternatively, and this would be really cool, an anti-light source.  Like a spot light that throws darkness instead of light. (Am I crazy for wanting this?)  Thanks!
79140
I’m trying to make this animation , I’m using particles from an emitter to create the smoke and force fields to give them the direction I want .   The problem is I’d like to shade the smoke as it was very much heated in the center , where the particles flows is , so it looks pretty much like a lighting bolt .   I knew of a function named voxel data in the textures that would allow to achieve this result , but I can’t find it in the new version of blender . Does anyone know what I should do , once I got the smoke from the particles emitter ?