I'm having some issues with rendering lighting simulations, where when using oblate IES files, the lighting effects always cast a circular lighting effect.In the RS renderer and the C4D preview window, the light type is displayed correctly, but the OC renderer does not. Is there a way to solve the issue of inaccurate light types?Moreover, the lighting effect of OC has to add ambient fog to have the Tyndall effect, and it cannot perfectly separate the gradient of the beam when opening the transparent channel. It is desirable that the beam can be perfectly separated from the beam with a transparent gradient without affecting other objects. The light-emitting panel of the spotlight is also not perfect, and when you change the beam angle, the light-emitting panel will move and become larger and smaller in the render window, so it is easy to goof, and you want to have a fixed initial fixed light-emitting panel and you can define its size and shape. The beam angle also wants to be defined as an oblate circle rather than a perfect circle. In this way, some projects will have better effects and conform to the actual scene for landscape lighting.



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