Hi all, we have been asked to assemble a demo for a exhibition - and will need to construct a scene like illustrated: For the architect - it is key that a) the facade is "glowing" b) the lighbeam (topleft) is present (and convincing) What would be the direction to take?
The usual way to make "light beams" is to model the beam in 3D, with lots of additively blended planes, cylinders or whatever that works. E.g. once upon a time here I used about 5 cylinders of different radii, with a shader that does additive blending. Additionally, each cylinder was mapped diferently in UV, so that scrolling a noise-like texture would produce a seemingly noisy movement in the "beam". Making stuff glow with the built-in glow effect is just making sure some high values are output into the alpha channel. The built-in Particles/Additive shader does not write anything into alpha, but removing ColorMask RGB from the shader will make it write to alpha.