Hello. This might be even interesting for some of you.
Realistic light have quadratic decay rate, we all know that.
So let’s say one wants to lit a candle aka simulate a candle flame. So what does he do?
Create area light in spherical shape, maches the shape of the flame and sets its decay to quadratic. Then set its shader to mia_photometric and set its parameters as it fits the scene in correct scale. The colour is connected to mib_blackbody with a candle flame temprerature.
And here it is… a professionaly set node that should reflect the flame of the candle. That is what I’ve learned through days of online research. Now take a look at the image please (btw I know modelling is not perfect, I am only interested in lighting this):

Please dont mind the candle to the right, there is only a weak point light there. The left one has the light I described.
So what do? If the decay rate is set to quadractic I always end up in a situation where the closest objects are completely overburned, yet if I decrease the values the objects I am interested in enlighting are too dark. I could change the decay rate but then it won’t be physically correct therefore not realistic.
I would appreciate any help and I believe this is child’s problem for some of you.
I am using Maya 2012. Oh and by I did not enable photon emission in the light itself, Maya is so bugged that it crashes instantly after enabling it and there no solution on the web…
And the light is placed on the flame…

It’d still be good exercise trying to get linear work flow to look good.