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.
|
The shader's name. Enter any name you like, or leave the default.
|
|
Determines the point at which the falloff starts.
|
|
Determines the point at which the falloff ends.
|
|
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.