Like for a distant light with wrangle set to run over primitives:
int Horizontal_Domain_Range;
int Horizontal_Domain;
float Fitted_Domain;
float Ramped_Domain;
Horizontal_Domain_Range = nprimitives(geoself())/360;
Horizontal_Domain = @primnum/360;
Fitted_Domain = fit(Horizontal_Domain, 0, Horizontal_Domain_Range, 0, 1);
Ramped_Domain = chramp("ramp_intensity", Fitted_Domain);
@light_intensity = Ramped_Domain;
At the moment I'm using the corresponding shader applied instead and its' opacity to get intended effect and replacing last line of the above with:
@opac = Ramped_Domain;
I tried using the attenuation ramp of the light itself, but it seems to introduce some discernable transition patterns(even though controls were set to b-splines for smooth graduations.)
I swore I was controlling the lighting attributes with vex about a year ago when I was working on some project.
Can't seem to find that file, nor any posts here on the forum.
Maybe I remember wrong and was working with just shading all along.
Is this possible in what I wish to do with lights?