Stephen Brooks 🦆 on Nostr: npub10cq07…a6nm3 A common method is to use 1/r, but the output is in sRGB colour ...
npub10cq07ulfyc7y2l8rczk9s36g8j65tq3m6xk9us8hr3ua4ktfmaqq9a6nm3 (npub10cq…6nm3) A common method is to use 1/r, but the output is in sRGB colour space, so effectively has a gamma of 2.2-2.4, making it closer to r^2. Modern super fancy lighting shaders might do it correctly.
All games with radiosity ("pre-baked light maps") do some sort of calculation like this.
All games with radiosity ("pre-baked light maps") do some sort of calculation like this.