Hello,

I'm currently adding light attenuation to my shaders. (forward rendering)

The formula I'm using is the following:

attenuation = 1 / (attConst + attLinear * dist + attExp * dist * dist);

Now the real problem is how to put Fbx values in relation to that formula.

So far I have plugged what fbx call DecayStart as my attExp variable. It seams DecayStart is in the range 0..100 so I'm multiplying it by 0.01

Now I think this is not really what maya or 3dsMax are doing...

Fbx has also:

NearAttenuationStart

NearAttenuationEnd

FarAttenuationStart

FarAttenuationEnd

So now I'm really not sure how to compute all those, I mean I could invent something of course but I'd prefer something that is commonly used.

Is there a new attenuation formula I should use ?

Does anybody know Fbx enough to teach me how to plug all those variable together in a nice attenuation function.

Thx a lot.