End The distance at which the light reaches its full intensity.
Use Toggles on/off the use of near attenuation for the light.
Figure 10.40 shows a render of near attenuation at work. The first numbers are darker,
the back numbers are brighter.
Figure 10.41 shows a spotlight and the Attenuation display in the viewport.
FAR ATTENUATION GROUP
The following values set the distances where the illumination fades out of existence:
Start The distance at which the illumination starts to fade away.
End The distance at which the illumination has faded to nothing.
Use Toggles on/off the use of far attenuation for the illumination.
Figure 10.42 shows a render of the far attenuation on the same set of numbers, using
the same light as before. Now the lights fade into darkness the farther back they are in the
scene, which is similar to decay.
Figure 10.43 shows the Far Attenuation display for the spotlight.
Figure 10.41
The spotlight displays the attenuation distances.
Figure 10.40
Near attenuation fades in the light.
Light Source
Far Attenuation End Gizmo
Far Attenuation
Start Gizmo
Light Target
478 ?– chapter 10: 3ds Max Lighting
Figure 10.44 shows the Attenuation display for an Omni light in a viewport.
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