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):

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 to be restricted to the voxels/cubes they (those same meshes) are made of, i.e. in a pixel art fashion.

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, etc.
Thanks a ton!