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bugo's Avatar
Old (#1)
Is it just me or the Area lights are 10x stronger than the spot lights? I'm trying to get a spot to show, but I'm having to force the intensity of it to 8 (which is max) to show anything. I wouldn't like to put distance falloff farther or it can cross boundaries.

Someone have any clue what can I do about these spot lights?
Offline , dedicated polycounter, 1,459 Posts, Join Date Feb 2006, Location Redmond WA Send a message via MSN to bugo Send a message via Skype™ to bugo  
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Brendan's Avatar
Old (#2)
Unity spot light attenuation is range-dependant, and vaguely quadratic. So if set to a mystical range property, it'll behave exactly like a point light in Maya set to quadratic.

You can write your own attenuation:
http://unity3d.com/support/documenta...tenuation.html
But it'll NOT work with Deferred Rendering (default is hardcoded into DR like the blinn-phong model).

If you're after just one spot, then try some spotlights, they can be aimed and can use a cookie if you're up for some god-teir cheezing of GI on the floor (render AO on the floor (planar mapped) to a texture, assign texture to cookie in spot light, aim spotlight at floor from way up above, ???, incur wrath of many, many artists).
Offline , triangle, 349 Posts, Join Date Dec 2010, Location Brisbane  
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bugo's Avatar
Old (#3)
Right, right, as for the last thing, everybody does that, I guess... I do.

But wow, thanks for the documentation link, I'll check it out. It's weird that the default is quadratic, shouldn't it be linear? I'm glad it can be changed tho. THANKS!
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Brendan's Avatar
Old (#4)
Well ideally it'd have an attenuation (light falloff) texture option like Cryengine3 (latest version) where you can control the falloff.

If you can post a pic of the area you're working on maybe I could offer a different way of doing it.
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bugo's Avatar
Old (#5)
It's actually general, not a certain area.
But yeah, a falloff texture would be a great feature.
I am only looking for baking purposes, not dynamic/realtime.
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