Spot with emitting globe. 2500 samples.
Shouldn’t there be more energy at the origin of the light cone? Is the volume uniform at the top of frame too ?.
Good point. Not sure why it’s like that. Both are in the center of the volume. Yes, it is uniform.
Here it is from another angle, so it’s not the angle.
There is not option yet for scattering asymmetry like in Luxrender , so maybe that is why it is the way it is.
Hopefully in the future we will have that.
Yes it seems to be scattering based in volume used.
So what does the “anisotropy” slider do then? (Not the shader of that name, but the setting of the Volumetric Scattering shader.)
From what I understand, anisotropy is the fancy scientific word for “directionally dependent interaction” or having an asymetric behavior. Maybe it affects some other property of scattering?
I just started playing with volumetrics, but it renders a bit slow on my computer. So it’s a little trickier to figure out what’s going on with material settings in the preview render. It’s still very cool, but I’m doubtful whether I could animate anything with it. (At least short of having some time on a render farm.)
I suspect you overplayed with “Clamp”, try to setp it 0.0 to get correct light near source. Light falloff have extreme big dynamic range as 1/(x*x) function close to zero, and you lose very significant part of energy.