I found that the doc says ‘Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.’.But it seems the light will falloff with distance.
PG:
cc @sebavan
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look here : Mastering PBR Materials | Babylon.js Documentation
its basically just saying it is not a linear falloff but rather it is exponetial
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Yup exactly this is closer by default to the unreal approach. Also it we follow fully what the gltf spec mentions when loading gltf lights.
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