Cone of light in Cycles

I’m having trouble making a cone of light in cycles. I’ve included a picture that is about the best I can get with the ceiling lights. It’s so fuzzy because I have to turn the emission strength up so high for it to be able to light up the warehouse at all. Does anyone have any tips on how to fix this so that the whole warehouse is dimly lit and there is a nice cone of light under each of the ceiling lamps.

The other image is a better lit image so that you can see more of the warehouse and get a better idea of the scene.

Also, if anyone has any ideas on how to texture some things better, that’d be a great help. I haven’t done anything to the paint cans yet. But everything else is about as good as I know how… I want to put graffiti on the walls and water stains on the floor, but all I really know how to do is tile textures…

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What if you just place a cone mesh below each lamp?
Texture the cone with some kind of noise that is routed to the alpha?

It expected if you cover light emission surface (or point/spot light) by glass or transparent hull. Can not see that in your image, too lack of details, just guess.
As as first try, place 3-4 open emission quads on ceil near your lights, just to compare.

Ok, I tried just putting a cone like Atom said and it worked pretty well. I also grabbed a splatter texture from cgtextures.com and tried to make dust with it but it isn’t working very well so far. And, as you can see in the wireframe image, I had to move the cone a bit off the ground and away from the walls, otherwise the light on the ground was really crisp. So if I moved it away it blended it much better. There’s obviously a lot of tweaking to do, but this method is probably what will bring the best results. I’d still love to hear other suggestions and ideas on how to improve this method. I’ve included the node setup I have for the material also.

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What you want is a volumetric effect, which Cycles can’t do yet. You’ll need to fake it with cones.