So I was feeling something vital was missing for placed lights, and it struck me, the poor things lacks a fiery soul, a bright center point serving as its source. It's totally missing. I was expecting something like this:
A workaround to this problem is, of course, to add a custom mesh, then make it emissive, then place the light just underneath it, and then use cone settings - OR - place the light inside the mesh and then fiddle with subsurface settings. But that is all a lot of extra work that shouldn't be necessary IMO.
The same goes for distant lights, you get your scene bathing in light sure, but look up and no sun is visible. I believe in Composer, they have something called Visible in Primary Ray that gives us this, but I'm not sure.
Please describe the feature/improvement?
In Composer, we can have stuff like this:
And play around with FFT Bloom styles to have cool artistic representations for lights:
Contact Details (Optional)
No response
What is the context of the feature/improvement?
So I was feeling something vital was missing for placed lights, and it struck me, the poor things lacks a fiery soul, a bright center point serving as its source. It's totally missing. I was expecting something like this:
A workaround to this problem is, of course, to add a custom mesh, then make it emissive, then place the light just underneath it, and then use cone settings - OR - place the light inside the mesh and then fiddle with subsurface settings. But that is all a lot of extra work that shouldn't be necessary IMO.
The same goes for distant lights, you get your scene bathing in light sure, but look up and no sun is visible. I believe in Composer, they have something called Visible in Primary Ray that gives us this, but I'm not sure.
Please describe the feature/improvement?
In Composer, we can have stuff like this:
And play around with FFT Bloom styles to have cool artistic representations for lights:
What would be your solution? (optional)
...
Version
2024.3.0