In my situation, I want to render many narrow spotlight all overlapping in mist.
You can see in this image how all the spotlights overlap. The rendering I'm trying to produce is a simulation, and therefore I want to keep the geometry mostly as it is.
I've tried a few approaches:
Use spotlights into a volume
The issue here is that the minimum angle of a spotlight in Blender is 1 degree, which is still too large for me! (My spotlight should be 0.5 degrees)
Blender Render / Volume emit cylinders + Scattering volume
The main issue with this approach is that in areas of very strong overlap, some bits are even darker than background. I.e. where there's lots of light crossing over, the result is shown as dark.
Perhaps the 'emit' object are also casting a shadow.
Cycles Render / Volume emit cylinders
Get a better result (the areas of most overlapping aren't the darkest). But still getting some black parts.
For Blender Cycles, I also tried disabling Ray Visibility settings on each beam object for
- Transmission
- Volume Scatter
- Shadow
but the result is largely the same


