Forum Moderators: RedPhantom Forum Coordinators: Anim8dtoon
Poser - OFFICIAL F.A.Q (Last Updated: 2026 May 31 7:32 am)
As was discussed earlier, the falloff distance is with respect to the exact position of the light. Therefore, to have any kind falloff, the light has to have a position.
Which means, what? Stop reading this, right here, and think about light types. Which ones have position and which don't?
You cannot use this with infinite or IBL lights. These have no exact position. Only point lights and spot lights can do this.
If you first select the correct type of light, you will be able to select the falloff behavior.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
Quote - Are you sure you are selecting a point light? Those features exist with spot lights. Point lighting emit a 360 degree illuminations while you can control spot lighting spread, distance and direction.
Yep. Actually, I can switch the light between all four types and get lampFlaps and lampBase for each.
Quote - My screen cap utility stopped working on the PC I'm on at the moment.
Look on the Light Properties tab, the tab where you choose what kind of light it is. At the bottom my P8 says "Attenuation Constant". Click on the word constant - you get a menu with choices including Constant, Inverse Linear, and Inverse Square. Choose Inverse Square for the same effect as the ISF shader.
Thanks for that. Yep, I get the control on mine, although it's not obviously a selection since the currently selected option is just text (same as the label) rather than an obvious selection box - doesn't even highlight or change at all when hovered over. Not the best interface option...
Would be nice to have a manual that described all these things...
...to add. If I create a new point light, it has no "ShaderNode" attributes. If I goto that light in the material room then the "ShaderNode" attributes are created for the RGB preview. If I select lampFlaps and lampBase in turn from the material drop down then corresponding attributes appear in the "ShaderNode" group.
I assume this is normal behaviour (P8)...?
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My screen cap utility stopped working on the PC I'm on at the moment.
Look on the Light Properties tab, the tab where you choose what kind of light it is. At the bottom my P8 says "Attenuation Constant". Click on the word constant - you get a menu with choices including Constant, Inverse Linear, and Inverse Square. Choose Inverse Square for the same effect as the ISF shader.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)