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Inverse Square Falloff on Toon Light?

Posted: Tue Jul 10, 2018 11:10 am
by Rico_uk
It is possible to have toon lights with falloff on their efficiency? At the moment I'm rendering a toon pass and then another pass with area lights and using one to mask the other in post.

Re: Inverse Square Falloff on Toon Light?

Posted: Tue Jul 10, 2018 2:06 pm
by paride4331
Hi Rico_uk,
I'd say no, but this is a first toon material version.
Regards
Paride

Re: Inverse Square Falloff on Toon Light?

Posted: Mon Sep 10, 2018 1:36 pm
by Rico_uk
Is there any news on this? Attenuated toon lights seems like a necessary function of the toon shader / lights system. Perhaps doable with OSL? Or if there's a way of working out the distance from the light and plugging that into the light colour map slot?
The power value of toon lights seems to do nothing as well.

Re: Inverse Square Falloff on Toon Light?

Posted: Mon Sep 10, 2018 2:06 pm
by paride4331
Hi Rico_uk,
https://youtu.be/6ChweQETKTE?t=8m19s
Regards
Paride

Re: Inverse Square Falloff on Toon Light?

Posted: Mon Sep 10, 2018 2:24 pm
by Rico_uk
Thanks Paride, impressive stuff. after watching that I suppose my question is do I look for a different solution on current projects, or are these things likely to be implemented soon? Octane 4 seems to not quite be fully functional yet and with no plugins, so I guess this link you've sent is at least 18 months away?

Re: Inverse Square Falloff on Toon Light?

Posted: Tue Sep 11, 2018 7:23 am
by paride4331
Hi Rico_uk,
I have not ETA; developments shown in video will be will be gradually introduced after Octane V4 will be released, in a few days RC4 then stable,
About 3dsMax plugin, I suppose will be directly released RC4 or stable version and skipping RC3.
Regards
Paride