From e86057c1aec6901a1cdd6ad8907a04f19432d76f Mon Sep 17 00:00:00 2001 From: reduz Date: Sun, 22 Jun 2014 13:19:16 -0700 Subject: [PATCH] Updated tutorial_lighting (markdown) --- tutorial_lighting.md | 15 +++++++++++++++ 1 file changed, 15 insertions(+) diff --git a/tutorial_lighting.md b/tutorial_lighting.md index 3b39415..2e3f157 100644 --- a/tutorial_lighting.md +++ b/tutorial_lighting.md @@ -34,4 +34,19 @@ This is the most common type of light and represents the sun. It is also the che Basically what faces the light is lit, what doesn't is dark. Most lights have specific parameters but directional lights are pretty simple in nature so they don't. +### Omni Light +Omni light is a point that throws light all around it up to a given radius (distance) that can be controlled by the user. The light attenuates with the distance and reaches 0 at the edge. It represents lamps or any other light source that comes from a point. + +

+ +The attenuation curve for these kind of lights in nature is computed with an inverse-quadratic function that never reaches zero and has almost infinitely large values near the emissor. +This makes them considerably inconvenient to tweak for artists, so Godot simulates them with an artist-controlled exponential curve instead. + +

+ +### Spot Light + +Spot lights are similar to Omni lights, except they only operate between a given angle (or "cutoff"). They are useful to simulate flashlights, car lights, etc. This kind of light is also attenuated towards the opposite direction it points to. + +