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Git Commits -> Revision 861616b

Revision 861616b by Jack Andersen (master)
March 13, 2016, 01:05 (GMT)
Full Inverse-Quadratic-Equation Lamp Falloff

This patch adds a new `falloff_type` ('Inverse Coefficients') for Lamps in
Blender-Internal and GLSL.

The current falloff modes use a formula like this inverse-square one:

`I = E × (D^2 / (D^2 + Q × r^2))`

While such a formula is simple for 3D-artists to use, it's algebraically
cumbersome to work with. Game-designers authoring their own shaders
could benefit much more by having direct control of falloff-coefficients:

`I = E × (1.0 / (coefC + coefL × r + coefQ × r^2))`

In this mode, the `distance` parameter is unused (except for 'Sphere'
mode); instead relying on the designer to mathematically-model the
falloff-behavior.

The UI has been patched like so:
{F153843}

Reviewers: brecht, psy-fi

Reviewed By: psy-fi

Subscribers: brita_, antidote, campbellbarton, psy-fi

Differential Revision: https://developer.blender.org/D1194

Commit Details:

Full Hash: 861616bf693b78b070ada6cbc6aa79eb807fdde8
Parent Commit: 989b0e4
Committed By: Antony Riakiotakis
Lines Changed: +89, -9

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