*1.3 ->added min and max local falloffs.. this allows to use finalgathering like occlusion.. plug it into a mix2color.. then to the surface slot... put to black the input and to white the diffufe radiance color.
the ctrl.irradiance shader gives you a finer control over the irradiance of your materials for all the indirect illumination issues.. and introduces also local GI/FG settings on a per-shader basis.
usage:: set to black the irradiance value of your mat.. plug it into the input of ctrl.irradiance.. set the diffuse.irradiance color as your diffuse mat color.. enable irradiance.. the defaults will play as the defaults of your apz.. tweak your GI/FG settings locally.
for Maya6.0 and Xsi4.0.
ciao
francesca