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MikeH wrote:
>
> Probably the only thing I wasn't able to translate was the falloff to
> the area light in BMRT, as the shader source puts it "cosine falloff
> from the normal of the light source surface", whatever that means.
Kari messed with this a while back. He (she? it? they?) ended up using a
spotlight to simulate the cosine falloff stuff (as I understand it, this
basically says that directly under the light its intensity is 100%,
directly to the side it's 0%, and it varies in between according to a
consine function). Worked pretty well as I recall, you might want to
hunt up the posts.
-Xplo
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