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It would look like Oni used to support rather advanced lighting setups. Spatial distributions were not limited to point light sources, and allowed area lights (i.e., whole polygon surfaces emitting light with a uniform density) as well as "linear" distributions of light (something like a zero-thickness neon tube). As for the angular distribution, it could be either diffuse (light radiated in all directions from the source) or spot-like, determined by a "beam angle" (size of the cone where the radiated light intensity is maximal/nominal) and a "field angle" (size of the cone beyond which there is no light radiated at all), supposedly with linear falloff in-between. Although the beam and field angles only make sense for spot lights (and thus were probably unavailable for the "diffuse" flavor of angular distribution), it is not obvious from the dialog whether the "spot" flavor of angular distribution was available for all the flavors of the spatial distribution, or only for "point". On another note, there are no separate fields for specifying the spatial extent of linear or area lights, so it must be assumed that the OBLS settings were matched with some conventional M3GM (when used in OFGA), which somehow determined the 3D position of the light, the orientation and extent of the linear/area distribution (if applicable) as well as the normal/central direction of a spot-like angular distribution (also if applicable). Or it was the ENVP particle link of the OFGA that provided the information about the 3D position, orientation and size of the light source. Or maybe OFGA didn't look up the full set of settings from an OBLS (and, e.g., only used the color and ignored the rest). I dunno LOL. --geyser (talk) 00:53, 29 August 2020 (CEST)