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In BI, we have the traditional OpenGL choices of constant, linear and 1distance2 falloff, along with some parameters to tweak the falloff formula. This allowed for a variety of artistic styles, and getting even illumination from lamps that couldn't be put far away.

Cycles is more physically realistic. What about 3D works in which we don't want such great realism? Is there a way to make all the light paths between two objects, or between one object and all others, obey alternative laws of radiation physics?

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  • $\begingroup$ possible duplicate of changing the intensity falloff of light sources using Cycles nodes $\endgroup$
    – David
    May 28, 2014 at 16:59
  • $\begingroup$ @David That question is newer and is already being closed as a duplicate of this one.. Why close this older question as a duplicate of the new question? $\endgroup$
    – gandalf3
    May 28, 2014 at 17:58
  • $\begingroup$ @gandalf3 The answer to the newer question is better. $\endgroup$
    – David
    May 29, 2014 at 22:55

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Yes. There is a node called Light Falloff you can plug in to the Emission shader strength. It has three outputs: quadratic or Linear or Constant You my even do some math with the ray length and plug the result in the Light Falloff node strength and use the Constant output. The example is only a demonstration nothing useful.

Falloff Demo

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