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Inverse Square Lighting

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  • Inverse Square Lighting

    I was just doing a scene with about 600 omni lights to represent street lights, using inverse square falloff, and took a dramatic hit in rendering time between it and no falloff.
    However i managed to pretty much elliminate the time hit by just setting the end attenuation to about where i thought it would end (could calculate where it reaches about .1 intensity maths wise if you want) and the rendering time went back to nearly usual.
    Just a tip i thought i would share, not sure if everyone else knows it.

  • #2
    Yep, thats a nifty trick that I've forgotten about....I used it a lot in FormZ

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    • #3
      thanks Chris....good tip.

      paul.

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