Hey guys!
I’m dealing with an interesting challenge. Basically, I’d like to light my scene in a pixel art fashion (except in 3D, so I guess that would be in a "voxel" fashion).
I initially wrote a wall of text, but I've decided instead to make a few renders to better illustrate what I'd like to achieve.
First, this is my setup (viewport screenshot):
https://i.imgur.com/nzJK5iP.png
Now, a traditional way to light this scene would be to use a Spotlight, as such:
VIDEO 001 : https://i.imgur.com/XYmDKFk.mp4
But this is not the result I want.
I would like to find a way to light my scene/meshes in a way that resembles this:
VIDEO 002 : https://i.imgur.com/Xza6tnQ.mp4
Problem: The method I used to create the render above is utterly inefficient and CPU-intensive. In short, I'm duplicating each voxel of the bicycle, extruding those duplicates on the Z-axis and detecting any intersection between those extrusions and the "wall". See here (in red):
VIDEO 003 : https://i.imgur.com/gH8ZwSG.mp4
Objective: I would like to find an efficient way of having the boundaries of the lights/shadows projected onto my meshes (like the voxel walls) be restricted to the voxels/cubes they (those same meshes) are made of, i.e. in a pixel art fashion.
I've attached the demo scene to this post. Please note that Octane was used in this project file, but I'm also opened to using default materials if needed.
At this point in time, I’m wondering if this is even possible to do with Octane, or Cinema 4D for that matter (unless I decide to dive into Python or something). That said, given my novice status, there could be a ridiculously obvious solution that I haven't thought of. I feel like this could be more likely...
Any advice/tip/insight would be hugely appreciated. Seriously. Even just keywords to Google and what not, because I'm running out of keywords to Google over here...
Thanks a ton!
BIKE_DEMO_001.c4d