thundering1 opened this issue on Mar 18, 2010 ยท 89 posts
bagginsbill posted Mon, 26 April 2010 at 4:17 PM
Just wanted to make a tiny nit-picking correction. Prior to Poser 8, the falloff was constant or linear, not inverse linear.
Since P8 we have constant, linear, inverse linear, and inverse square. Only the last one is somewhat physically accurate, but creates problems because no provision was made for a non-point source. When the distance to the light is very small, the intensity goes into the mega millions.
When an IDL sample happens to hit the right area of a surface very close to a light, it reads an enormous luminance and creates an anomalous hot spot. The net effect is that you see dappled lighting everywhere.
The math to avoid this is easy, but is not included in Poser.
A workaround is possible, but requires going back to the stupid light shader trick requiring entry of the light coordinates in the shader.
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