Introduction to Maya - Modeling Fundamentals Vol 1
This course will look at the fundamentals of modeling in Maya with an emphasis on creating good topology. We'll look at what makes a good model in Maya and why objects are modeled in the way they are.
# 1 07-09-2003 , 02:57 PM
TheGreenGiant's Avatar
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non, linear, quadratic and cubic

And while we're on the questions of lighting - any way to calculate with a degree with accuracy how the lighting schemes work? I've put a point light (quadratic) and despite the overt brightness in the viewport, the rendered image is very dark and not that bright. What is up with that?user added image

# 2 07-09-2003 , 03:04 PM
kbrown's Avatar
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You just have to experiment. After setting the decay rate to anything else than "No Decay", you need to up the Intensity. You shouldn't judge the light's brightness in the viewports anyway. IPR is an handy tool for this.

On a side note:
- Linear decay means when the distance from light source doubles, the light has attenuated to half of original.
- Quadratic decay means when the distance from light source doubles, the light has attenuated to 1/4 of original.
- Cubic decay means when the distance from light source doubles, the light has attenuated to 1/8 of original.


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# 3 07-09-2003 , 03:40 PM
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Thanks for that - I already knew that but I was wondering if anybody has done a calculation/research thing on the settings - I mean, you can use the measure tool in maya (so in a sense, you'd be able to actually map out the distance/falloff of the different light modes and create a ramp/graph which could be a benchmark by which to set lights)

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