BTW did you know that Godot is using unrealistic light falloff by default?
If you want your lights to look realistic you need to change Attenuation from 1 to 2 which corresponds to real-life inverse-square falloff
I still forget about it sometimes
If you want your lights to look realistic you need to change Attenuation from 1 to 2 which corresponds to real-life inverse-square falloff
I still forget about it sometimes
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Comments
I know the tscn format doesn't serialize default values (space saving), but couldn't upgrade code be written to close this gap?
Essentially adjust existing nodes with value (1) during upgrade, if unset.
Even if you change the attenuation, you're still falling short of "realism"
In the original pic I think inv square falloff overdarkens, especially in the corners.