In the real world, the further away an object is from a light source, the less light it receives. For example, areas immediately around a lamp will always be brighter than areas that are, say, 5 feet away. In Houdini (and other 3D applications), this process of decreasing the light intensity based on the distance from the source is referred to as attenuation.
Within the Light object node, there is an Attenuation Options tab that gives the user control over how much the light's intensity will drop off over distance. The Attenuation drop down parameter list provides the user with three options: No Attenuation, Half Distance Attenuation, and Physically Correct. The default setting is No Attenuation.
 |
| No Attenuation |
|
Half
Distance Attenuation: The user specifies a distance at which the light attains half of
the intensity that it is at the origin of the light. The default value is 10
meaning that if the intensity of the light is set to 1, the intensity on any
surfaces 10 units away is 0.5. The formula used for this type of attenuation is CI = H/(H+D) where H is the half distance and D is the distance from the light source. When D is 0, we end up with H/H which is 1. When D = H (the half-distance), the intensity is H/(H+H), which is half of the intensity. In a sense, the light is never fully extinguished regardless of the distance from the source.
 |
| Half Distance Attenuation |
|
Physically Correct Attenuation: In reality, light falls off based on a much more accurate
algorithm called the inverse sqaure law. The formula for such is CI = 1/(D*D) where for every unit of
measurement we move away from the light source, we drop to 1/4 of the
intensity of the previous unit. A point that is 1 unit away from the light source will receive the light's full intensity, while a point that is 3 units away will only receive 1/9 of the original intensity.
 |
| Inverse Square Law |
|
 |
| Physically Correct Attenuation |
|
Other
parameters under the Attenuation Options tab:
- Attenuation Start: This parameter specifies the distance away
from the light source where the attenuation will start calculating. Anything within
this area will have constant intensity, and anything outside of this area will have calculated attenuation.
- Active Radius: When enabled, Active Radius facilitates a cutoff for the lights attenuation. Anything outside of this radius
will receive no light from this source. This method works well to reduce calculations of
lights that attenuate into infinity and can also speed up renders by avoiding
lighting and shadowing calculations for light sources that are outside this
radius.
- Attenuation Ramp Multiplier - Enables a
ramp control for the user to directly adjust the attenuation at different distances. This
ramp is multiplied with the existing light intensity and it allows the user to directly
adjust the attenuation for different distances. This parameter can still be
used even with attenuation turned to No Attenuation if you need very particular results from your
light.
No comments:
Post a Comment