Eh, not really. That’s just assigning a color (and or intensity) to the light. Best I can tell it doesn’t change the programming/math that goes on behind the scenes with how it’s emitting the light as it still seems to emit from the center

(used the kelvin shader on the portal light)

Placing a translucent material in front of the lights also illustrates the issue.
The problem mainly comes into play when using large area light sources. If you use smaller, square area lights, then it’s not a huge issue. However, if you ever want to do things like simulate a large photo shoot diffuser type thing, like this:

Then you’ll pull your hair out, or just switch to a different rendering application.

What if I’m wanting to make a fluorescent tube i.e. a light that casts even light? That probably cannot be done either… Here’s my experiment with a photometric light emitting from a ‘cylinder shape’ with the ‘light shape visible to renderer’. I tried adding a glow effect to the light but of course the glow comes from the centre and forms a sphere, doh!

its really not the same, but its better than the rectangular photometric light and closer to the vraylight. 