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flame settings problem
Posted: 17 August 2012 06:31 AM   [ Ignore ]   [ # 46 ]
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I’d also suggest that if you have the flame all lit up, you might want to tone down the rest of your lighting in the scene. It’ll make it more dramatic, and the tinting from the flame would be more visible.

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Posted: 17 August 2012 09:54 AM   [ Ignore ]   [ # 47 ]
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Richard Haseltine - 16 August 2012 01:16 PM

A Linear point light is one where the light gets dimmer in proportion to the distance from the source, or fades out with distance between start and end distances. A regular point light has inverse square falloff, like a real light - if the distance from the source doubles, the brightness drops to a quarter. Linear lights are less realistic, but more controllable, than standard point lights.


But my question was, how do I create a linear point light when the point light loads circular?

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Posted: 17 August 2012 10:02 AM   [ Ignore ]   [ # 48 ]
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AidanaWillowRaven - 17 August 2012 09:54 AM
Richard Haseltine - 16 August 2012 01:16 PM

A Linear point light is one where the light gets dimmer in proportion to the distance from the source, or fades out with distance between start and end distances. A regular point light has inverse square falloff, like a real light - if the distance from the source doubles, the brightness drops to a quarter. Linear lights are less realistic, but more controllable, than standard point lights.


But my question was, how do I create a linear point light when the point light loads circular?

The light is not linear, it’s still a sphere. The falloff control is linear. However you have no linear point light in DS3 for what I know. It appeared with DS4. You just have pointlight with intensity and color control. No fallof

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Posted: 17 August 2012 10:06 AM   [ Ignore ]   [ # 49 ]
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Takeo.Kensei - 17 August 2012 10:02 AM
AidanaWillowRaven - 17 August 2012 09:54 AM
Richard Haseltine - 16 August 2012 01:16 PM

A Linear point light is one where the light gets dimmer in proportion to the distance from the source, or fades out with distance between start and end distances. A regular point light has inverse square falloff, like a real light - if the distance from the source doubles, the brightness drops to a quarter. Linear lights are less realistic, but more controllable, than standard point lights.


But my question was, how do I create a linear point light when the point light loads circular?

The light is not linear, it’s still a sphere. The falloff control is linear. However you have no linear point light in DS3 for what I know. It appeared with DS4. You just have pointlight with intensity and color control. No fallof


Ahhh ... hence my confusion .. lol. Thanks :D

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Posted: 17 August 2012 12:25 PM   [ Ignore ]   [ # 50 ]
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For your purposes a linear point isn’t absolutley necessary, a standard point light will do fine.
  I’ve only recently started using the linear point myself and think I’ve got ‘em figured out.
Btw, don’t to forget to fiddle with the light color as well as intensity. For example: if you want your flame more orange, your light should have some orange.

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