Shader Type: Math (Tool)
Output: Scalar value
Creates an exponential falloff between the attenuation start and stop distances, according to a specified exponent. The distance measurement begins at the source of the current ray (e.g., when used in a light shader, the distance measurement starts at the light location).
The exponential function is f(x) = 1/(distance^(exponent)).
For a standard inverse square falloff light, the exponent is 2.
Name |
The shader’s name. Enter any name you like, or leave the default. |
Start |
Determines the point at which the falloff starts. |
End |
Determines the point at which the falloff ends. |
Attenuation Exponent |
Defines the exponent of the curve. |
Connect this shader to a scalar input to define an exponential falloff for a scalar value such as Intensity, Refraction, threshold, etc.
SOFTIMAGE|XSI v.6.01