

Generally the lower your density is the harder it will be to detect any cutoffs, but that depends on what you need. You'll have to do a little adjustment to the bounding box and see how it looks. If we replace the cube with a cylinder we can move and scale the top and bottom faces such that they envelop the effective area of the light. I will continue for the sake of a complete Cycles solution. I'm not that familiar with it to be honest, so someone else may have a better answer. I think it would be applicable in Eevee, but it may take some additional work. Unfortunately, in Eevee every volume is rendered as a cube bounding box around the object. The core idea is sound for Cycles, since we can just use a different shape for a volume object. Box Select X-Ray 1.3.1 alpha.zip (39.9 KB) Box Select X-Ray 1.4 alpha.zip (47.6 KB) As for input lag, it probably due to viewport antialiasing or overlay smooth wires (blender prefs viewport tab). Which is that any lighting will be reflected towards the camera at a certain rate by the volume. You might already see the problem in this image, but introducing any world lighting makes it much more apparent. If you're not using world lighting, this could be as simple as a primitive cube bounding box around the light in question with a Principled Volume node. For this answer my scene is just 3 Spot Lights pointing down at a plane with a Strength of 200w.
