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May 6th, 2021, 16:32 #21
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And in case you don't believe my maths, here are two LED candles on a stone floor which I just photographed:
Attachment 46409
Note that the brightness monotonically falls off from either light to the mid-point, which is where the minimum brightness occurs.
Hywel
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May 6th, 2021, 16:45 #22
I can't view your attachment Hywel, not sure what the issue is.
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May 6th, 2021, 16:47 #23
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Don't know why that's not working, let's try again:
YER09021.jpg
Hywel
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May 6th, 2021, 17:06 #24
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May 6th, 2021, 17:24 #25
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May 6th, 2021, 19:08 #26
I think no-one doubts that light is additive As I wrote it is more about the default settings of the falloffs So, yes, maybe some settings about the default falloffs may be good, but that would be more settings, and one still needs to define the standard value of this setting
I think addition should be kept of course as others, you and I argued beforeMy extensions for 3.5e and Pathfinder
Bug reports please here
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May 6th, 2021, 22:34 #27
Keep in mind, many RPGs use two light levels (bright and dim) to represent two ranges of light levels. Those without penalty, and those with penalties. They are really not trying to say that all areas with bright or dim really have the same brightness (i.e. number of lumens), but rather that in terms of lightning, they all have the same penalty or game effects.
Most folks don't expect VTT lighting to mimic the aesthetics or the rules, they expect it to appear like they see in the real world. But, to some, they want the VTT to represent the rules and ignore the expectations the real world places upon the players.
Hence why I like the steep fall offs, it helps appease my real world expectations while clearly indicating the "rules".
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May 16th, 2021, 01:22 #28
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I agree that lights should not be additive. No game function and jarring and unrealistic visually.
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May 16th, 2021, 01:55 #29
Supreme Deity
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I've responded here; closing this thread as it is old.
https://www.fantasygrounds.com/forum...l=1#post600741
JPG
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