>>27505
Gotcha, and yeah if you want to stick with the door as-is then all the easy fixes are composition. Given good layers, with Alraune and light separate from at least the rear wall, the simplest fix is to move the Alraune and light to the right maybe 15% of width, which pleasingly centers the Alraune's roots and gets the bottom quarter of the door out of the light beam so it'll just be gray and leave no doubt that it's a source. The only new work work is drawing a few more floor tiles, not to bad if you just do that and call it done.
For practical effects there are usually ways around it. A mesh office chair gives a pretty good approximation of a flower petal for light filtering through (the little dots from the holes blur away unless the light is very close), but for the petal itself an umbrella or rain poncho gives a similar translucent effect. If this were a pro commission it also wouldn't be unreasonable to just buy a rose and have at it with the desk lamp, especially since that level of light simulation isn't available in most engines, where the advice seems to be "just use transparency". I wouldn't be surprised if there's an advanced technique that works since Ioannis Gkioulekas described the algorithm a decade or so ago, but I don't know it.