Thanks for the tips. I think applying a map or gradient to the light is
going to be the way to go. I've never use an IES profile and will look into
that as well.
On Fri, Sep 28, 2012 at 9:06 AM, Ed Manning wrote:
> That would be best, but in the meantime, there is the Shape Attenuation
> control
That would be best, but in the meantime, there is the Shape Attenuation
control group in the soft_light Attenuation tab... It's not great, but it
has helped me a little on occasion.
Also, to the OP: if you are not using distance-based attenuation, then you
can put a color_exponent node between t
Would be nice if we could have fcurve controls on the penumbra falloff
On Fri, Sep 28, 2012 at 11:28 AM, patrick nethercoat <
patr...@brandtanim.co.uk> wrote:
> I think a projector shader is definitely the way to go with lights. You
> can directly control the falloff and colour impurity you want
I think a projector shader is definitely the way to go with lights. You can
directly control the falloff and colour impurity you want in the spot.
Doing it with the basic light controls is always going to be too
'computery'.
On 28 September 2012 10:05, Eric Gunther wrote:
> I think I misunder
I think I misunderstood. My *guess* is that you could use a photo
exposure shader on the camera, but this is a wild guess. :]
This is considering one of the other replies about the "white point".
I have to mention though, that I did not mean the "spread" control on
the light... there is also a
Hello,
for a cone angle of 70° you need a spread of 35° if you want it to start
from the center. This should work unless the intensity is greater than
1, or you might have other lights burning the "white point" of the spot.
Le 28/09/2012 05:05, Byron Nash a écrit :
This seems basic but it has
You can use either a projector spot or use some render tree state node Tricks.
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christian keller
visual effects|direction
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Am 28.09.2012 um 05:26 schrieb Byron Nash :
> I understand how to change the spread, b
I understand how to change the spread, but it doesn't seem to give
predictable or nice falloffs. I've been playing with settings since I wrote
that and I wonder if it's related to Color Management. I'm interpreting my
source textures as sRGB since they are just jpeg's. I have Color Management
turne
Unless I am mistaken, in soft, you select the light and press the b key
to go to the controls on the light (not a ppg but in the viewport).
Then you just click and drag the edges to change the spot softness. I
can't check right now but I think its the "b" key. Actually pretty nice
feature.
-e
O
This seems basic but it has always confounded me. I would like a softer
fade from the center of my spot light to the outside of the cone angle.
Adjusting the spread seems to make little difference. See the linked photo
for an illustration. I don't understand why the falloff does not start at
the in
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