Simple light source

3 minutes read

Large source with blockers

My first attempt for this project was to replicate the real-life setup : a large spotlight behind a thin slit that limits the beam. On the following figure, the slit has been enlarged for better visibility.

Initial setup : a spot behind a thin slit

The material of the cube is a Glass BSDF, with roughness = 0 (smooth surface). The ground is a Diffuse BDSF with roughness = 1 to scatter the light rays towards the camera. The parts making the slit are black to absorb the light. The results were the following :

Render with the previous setup : the light ray is scattered instead of being refracted through the glass block.

The light ray seems to be refracted correctly, but instead of going through the glass, it is scattered. This result is what led to my Blenderartists support post.

Area source with 0° spread

On Blenderartists, etn249 proposed the following setup :

The following result was obtained with 4096 samples :

A glass block is lit by a large beam, refraction and internal reflection are visible.

The results can vary depending on the beam size (adjusted by scaling the area light) and its angle of incidence. In general, the lights beams require a large amount of samples to render properly. Sometimes, they will even present some “holes” :

Similar render with a smaller beam. The visibles beams are discontinuous.

Internal reflection can be visible depending of the number of allowed light bounces, but it rarely forms properly.

Summary

It is possible to use an area light source with a 0° spread to create a laser shining through a glass block, but it is difficult to properly form the beam.

ProsCons
+ Easy to setup- Low beam quality (“holes”)
+ No add-on required- Slow render
+ Internal reflection is visible