raven opened this issue on Jun 25, 2009 ยท 1706 posts
bagginsbill posted Wed, 15 July 2009 at 12:37 AM
Quote -
So there is Inverse Square Falloff with lights now, but it is set as fixed (as opposed to having to fake it because it wasn't there before IIRC).There is always Poser 8 SR1 or 9 to "fix" that right?
It's not fixed as in you can't change the intensity. I just mean that the value you put in the dial is at a fixed distances, 1 PNU. In my ISF shader, I let you choose the specific distance you wanted the intensity to be at. What I mean by that is that every ISF light has every possible intensity somewhere. There is a distances where it is 80% and a distance where it is 2%, regardless of what value you put on the light intensity. The "reference distance", as I called it, is the distance where the dialed intensity actually is.
By the way, I'm not sure what you meant by "fake it" because the ISF shader I wrote before P8 works correctly, no fakery, all the way back to Poser 5. The implementaiton in P8 is identical to what my ISF shader does, except it doesn't offer to let you specify the intensity reference distance. That is always 1 PNU. So if you want 50% at 60 inches, you'll have to do a little math.
Don't worry, I'll make a P8 ISF reference distance shader. This will still let you specify the reference distance, but you will no longer have to enter any coordinates. That's the beauty of having it built in. When you move the light, the origin of the falloff (where distance is 0 and intensity is infinite) is automatically updated.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)