☑ Light falloff, inverse square brighter than linear

Hi

When I create a point light with intensity one, and change the falloff from Linear to Inverse square, the light immediately become much brigther. Is this correct? I though Inverse square was the model closer to a real light falloff and that light would falloff much quicker thus become darker.

This does indeed look wrong. I’ve submitted a GitHub issue here:

https://github.com/playcanvas/engine/issues/773

1 Like

It will be brighter very close to light source, especially with Linear tonemapping.
So for me they look totally correct.

Linear:

Inverse Squared: