4 ways to light a scene with gobos | Blender 3.6

In this tutorial, I will show you how to use gobos to add interesting lighting to your project.

Gobos

A gobo is an object placed inside or in front of a light source to control the shape of the emitted light and its shadow

These were traditionally used for films and theater but have made their way into CGI workflows

Method 1: Photo

*These methods only work in Cycles

The first method I will show you is using a photo

 I downloaded this tree image from Pexels

I add a spot light to the scene

I also switch to cycles renderer

I split my viewport and open the shader editor

I activate use nodes

I select the emission node

Using CTRL + T (with the node wrangler add-on activated), I add the proper nodes

I open the image I downloaded

I change the texture coordinates to Normal

Under the data object properties tab for the light, I increase the power

I also increase the radius to add some blur to the image

Method 2: Musgrave Texture

The second method involves using the Musgrave texture

I select the light and make sure use nodes is activated

I add a Musgrave texture node and a color ramp

I select the Musgrave texture

I use CTRL + T to add the mapping and texture coordinate nodes

I change the texture coordinate to normal

I use the options of the Musgrave texture to change the light and shadow

I use the Color Ramp to adjust the lighting and shadows

Method 3: Wave Texture

The third method involves using the wave texture

I select the light and make sure use nodes is activated

I add a wave texture node and a color ramp

I select the wave texture

I use CTRL + T to add the mapping and texture coordinate nodes

I change the texture coordinate to normal

I use the options of the wave texture to change the light and shadow

I use the Color Ramp to adjust the lighting and shadows

Method 4: Vector Graphic

The fourth method I will show you is using a graphic

 I made this very simple graphic in Adobe Illustrator

I select the spotlight and make sure I have use nodes active in the shader editor

I select the emission node

Using CTRL + T, I add the proper nodes

I open the graphic I made

I change the texture coordinates to Normal

I also add an invert color node between the image texture and the emission shader so the transparent parts of the graphic are not casting a shadow

Under the data object properties tab for the light, I increase the radius to add some blur to the image

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