Name
lightFalloff()
Description
Sets the falloff rates for point lights, spotlights, and ambient lights.
 Like fill(), it affects only the elements which are created after it
 in the code. The default value is lightFalloff(1.0, 0.0, 0.0), and the
 parameters are used to calculate the falloff with the following
 equation:
 
 d = distance from light position to vertex position
 falloff = 1 / (CONSTANT + d * LINEAR + (d*d) * QUADRATIC)
 
 Thinking about an ambient light with a falloff can be tricky. If you want a
 region of your scene to be ambient lit with one color and another region to
 be ambient lit with another color, you could use an ambient light with
 location and falloff. You can think of it as a point light that doesn't care
 which direction a surface is facing.
Examples
size(400, 400, P3D); noStroke(); background(0); lightFalloff(1.0, 0.001, 0.0); pointLight(150, 250, 150, 200, 200, 200); beginShape(); vertex(0, 0, 0); vertex(400, 0, -400); vertex(400, 400, -400); vertex(0, 400, 0); endShape(CLOSE);![Image output for example 1]()
Syntax
lightFalloff(constant, linear, quadratic)
Parameters
constant(float)constant value or determining fallofflinear(float)linear value for determining falloffquadratic(float)quadratic value for determining falloff
Return
void

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
