Exponent Falloff
 
 
 

Category: Processing > Math

Shader Family: Texture

Output: Scalar

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.

Render Tree Usage

Connect this shader to a scalar input to define an exponential falloff for a scalar value such as Intensity, Refraction, threshold, etc.