Collimate and blocking light

I’ve been searching for several days now. Anyone know how to create a collimated light source or a way to block light from emanating through walls?

I’ve tried many methods and every one has failed

I am not sure if I understood the problem with the “emanating light through walls” so I tryed to reproduce what I though you meant (attachment: on.png and off.png). Thouse other 2 screenshots in the attachment show how to switch the effect on and off. Both switches must be pressed (darker).

To set up a collimated light you need to switch the lamp object from “lamp” to “sun”.

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I’ve nearly got it right, what I have is a T shaped arena with a light source at one end (will be all 3 narrowest sides), when the light is emanating it is either wrapping over the mesh walls or through the walls and so at the right angles of the outside of the arena you can see the glow of the light, which isn’t what I want.

sorry, I do feel dumb about light, its about the only thing I really don’t know how to do effectively, especially when all I want is to collimate a light source coming out of a totem

I’ve added sheets to block the light over the walls so that part is ok for now, if a little drastic

I’ve raised the light energy to maximum to give full effect, there are 2 lamps, one for purple and one with white light, the white light lamp is in the middle of the arena, note that the light isn’t scattering properly, thats also a second problem that i’d hope to fix with a collimated source

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Grogyan: Could you please simplify your scene and upload the blender file?

The scene is already as simple as it can get, but here is the blend file

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RoboNZ-Dom.blend (455 KB)

The scene is already as simple as it can get
It would help if you would remove everything which has nothing to do with the problem you would like to have fixed.

So just to make sure if we are talking about the same issue: Is this the light you want to be removed?


I managed to remove the light by setting the “soft size” value to 0.01.


The light now looks something like this:


Actually I don’t know what the “soft size” function is meant to be used for. Maybe it’s to pretend that there is a bigger light source than the light object itself is. By setting it to 7 (like you did) the light souce was probably bigger than the T-shape and so it could emit it’s light everywhere. But that’s only my idea from trying to figure out what’s going on.

Thanks, thats one problem, another problem I found when I examined it closer is that I had extra faces that had inverted normals, which were texture fighting for the same light.

That and toggling radiosity off, what ever radiosity is.

last problem is reducing the level of reflection off surfaces which the light comes in contact with.

radiosity is actually a cool function.

no radiosity:

with radiosity:

Radiosity makes the light bounce from walls and so on. In the pictures you can see the balls beeing luminated from the back by the white wall. Also the radiosity makes the colored light on the ground appear because it’s light which bounced from the balles to the ground.

The problem I saw with your T-shape was that there are some vertices which weren’t necessary. If you simplify the mesh it will be easier to correct the normal vectors. Maybe this solves your problem (“which were texture fighting for the same light.”) so you can switch radiosity back on.

Nice glow, thanks for that example

Still been playing around with sliders and such to give a matt or semi gloss off the walls, how do I do that?