Control emission shader's falloff using an RGB curve I have an image light whom I wish to rapidly decay. So I'm trying to mess with it using the curves like on the screenshot I posted. I'm trying with the curve here but to no avail. Could someone guide me towards my goal; to have a light with rapid decay rate?
Overview:



I've used default Cylinder with two materials.

First assigned to the top face it's an Emission shader.

Second assigned to the rest of the Cylinder - Holdout to prevent light from 'spreading', Transparent to be invisible and those mixed by Light Path > Is Camera Ray to show us only Transparency.