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author | Rémi Verschelde <rverschelde@gmail.com> | 2024-06-03 10:36:18 +0200 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2024-06-03 10:36:18 +0200 |
commit | 482e45c62bf6d68978bbd871d262a972f6818698 (patch) | |
tree | f7130598b19dd6746bc561fe9da25c30757e9ee8 | |
parent | 7118487f9dcd46d644bc785367429b11e921776f (diff) | |
parent | 079a75e144f6d5822c949e7d953c0d86448eee5a (diff) | |
download | redot-engine-482e45c62bf6d68978bbd871d262a972f6818698.tar.gz |
Merge pull request #92716 from clayjohn/DOC-light-attenuation
Correct documentation for Omni and Spot light distance attenuation
-rw-r--r-- | doc/classes/OmniLight3D.xml | 4 | ||||
-rw-r--r-- | doc/classes/SpotLight3D.xml | 4 |
2 files changed, 4 insertions, 4 deletions
diff --git a/doc/classes/OmniLight3D.xml b/doc/classes/OmniLight3D.xml index 64bf981a90..b0965a26da 100644 --- a/doc/classes/OmniLight3D.xml +++ b/doc/classes/OmniLight3D.xml @@ -15,8 +15,8 @@ <members> <member name="omni_attenuation" type="float" setter="set_param" getter="get_param" default="1.0"> Controls the distance attenuation function for omnilights. - A value of [code]0.0[/code] smoothly attenuates light at the edge of the range. A value of [code]1.0[/code] approaches a physical lighting model. A value of [code]0.5[/code] approximates linear attenuation. - [b]Note:[/b] Setting it to [code]1.0[/code] may result in distant objects receiving minimal light, even within range. For example, with a range of [code]4096[/code], an object at [code]100[/code] units receives less than [code]0.1[/code] energy. + A value of [code]0.0[/code] will maintain a constant brightness through most of the range, but smoothly attenuate the light at the edge of the range. Use a value of [code]2.0[/code] for physically accurate lights as it results in the proper inverse square attenutation. + [b]Note:[/b] Setting attenuation to [code]2.0[/code] or higher may result in distant objects receiving minimal light, even within range. For example, with a range of [code]4096[/code], an object at [code]100[/code] units is attenuated by a factor of [code]0.0001[/code]. With a default brightness of [code]1[/code], the light would not be visible at that distance. [b]Note:[/b] Using negative or values higher than [code]10.0[/code] may lead to unexpected results. </member> <member name="omni_range" type="float" setter="set_param" getter="get_param" default="5.0"> diff --git a/doc/classes/SpotLight3D.xml b/doc/classes/SpotLight3D.xml index 8d2177d3fd..66908f5af1 100644 --- a/doc/classes/SpotLight3D.xml +++ b/doc/classes/SpotLight3D.xml @@ -25,8 +25,8 @@ </member> <member name="spot_attenuation" type="float" setter="set_param" getter="get_param" default="1.0"> Controls the distance attenuation function for spotlights. - A value of [code]0.0[/code] smoothly attenuates light at the edge of the range. A value of [code]1.0[/code] approaches a physical lighting model. A value of [code]0.5[/code] approximates linear attenuation. - [b]Note:[/b] Setting it to [code]1.0[/code] may result in distant objects receiving minimal light, even within range. For example, with a range of [code]4096[/code], an object at [code]100[/code] units receives less than [code]0.1[/code] energy. + A value of [code]0.0[/code] will maintain a constant brightness through most of the range, but smoothly attenuate the light at the edge of the range. Use a value of [code]2.0[/code] for physically accurate lights as it results in the proper inverse square attenutation. + [b]Note:[/b] Setting attenuation to [code]2.0[/code] or higher may result in distant objects receiving minimal light, even within range. For example, with a range of [code]4096[/code], an object at [code]100[/code] units is attenuated by a factor of [code]0.0001[/code]. With a default brightness of [code]1[/code], the light would not be visible at that distance. [b]Note:[/b] Using negative or values higher than [code]10.0[/code] may lead to unexpected results. </member> <member name="spot_range" type="float" setter="set_param" getter="get_param" default="5.0"> |