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I think the most logical goal of a light source's fade settings is to model
its light's attenuation due to its energy spreading on ever-expanding
spherical wavefronts, which requires a fade_power of 2, since this effect
makes the light's intensity fall off proportionally to the inverse of the
distance travelled squared, the successive spheres' area being proportional
to the squares of their radii. However, this purpose doesn't make sense for
an interior fade_power, as it can't take the light's location into account,
so the feature should be used as a quick way to simulate light absorption
(without resorting to the fine calculations of media), which causes light
intensity to decrease exponentially, the way a fade_power 1000 or greater
sets up.
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