I’m working on a church model using cycles.
I need a material for the coloured glasses of the church. So i need a material that permits the diffuse lighting around the window, but avoiding the direct lighting of the floor. How can I achieve this effect?
In other words, the light (coming from outside the church, I’m using a sun light) should illuminate the glass and diffuse smooth lighting on the elements close to the window. At the same time, however, the glass material should prevent the light rays from impacting on the floor, avoiding the creation of the light print on the floor.
I did a small test and found out that the Transparency shader isn’t really necessary, at least not in this example. What you see below is just a plane with a glass texture assigned to it. The plane itself is enclosed in a box (sort of a room) that prevents any unwanted light to illuminate the window. As a light source I used two illuminated spheres placed behind the window, but really anything can be used in this case.
The way the noodles work is that a texture is assigned to the window material. But instead of using the Diffuse shader, you replace it with Translucency. This in turn is connected to the Mix shader which gives you control over the translucency effect using a Math node (set to Multiply). That’s basically it. Depending on your scene, the setup might not work entirely, but the principle should apply.