changing the intensity falloff of light sources using Cycles nodes So generally people tend to agree that the intensity of light has a fall-off that is the inverse square of the distance to the light.  

Something like:  intensity  = 1.0 / (distance * distance);  

I'm fairly certain from what people say that this would be used in OSL/Cycles since it's supposed to be physically based however it's useful to have control over this when a scene is being difficult or even just to give more control when using several fill lights.

I'd like to find a node setup that can help modulate(or replace) the current falloff with something that is a bit more linear.  

intensity = 1.0 / distance; 

So does anyone have an idea on how to control the intensity falloff using what we have available to us already?
Use the "light falloff" node to control the strength of the emitter.

quadratic



linear



constant