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Can you guys start a conversation about something tech-y that most everyone on this forum would understand, but my irritating friends who read over my shoulder know nothing about? U see where I'm going...

Just a guy who peaked at building back in the days of the GTX 980. If you see me here, assume i have technical knowledge akin to a committed hobbyist builder back then. If something's changed, you'll need to tell me(nicely plz). I'm probably asking for help with the modern build scene since I have no clue what's going on.

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The light intensity of LED strips is inversely proportional to the square of the distance

Therefore the faster away your components are from the led strip the brightness will decrease at the rate of 1/x^2 where x is the linear distance between the light source and component.

 

Having a larger x distance will decrease the brightness but also allow for more erroneous reflections off of other internal components and create a more uniform lighting upon the surface of the component you are trying to illuminate.

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It amazes me when people believe they can just invade peoples person zone. Perhaps you need one of these, http://solutions.3m.com/wps/portal/3M/en_US/3MScreens_NA/Protectors/

 

 

The light intensity of LED strips is inversely proportional to the square of the distance

Therefore the faster away your components are from the led strip the brightness will decrease at the rate of 1/x^2 where x is the linear distance between the light source and component.

And that is assuming there is no refraction of the light and or interference from WiFi. 

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Is it just me or is Grammar slowly becoming extinct on LTT? 

 

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The light intensity of LED strips is inversely proportional to the square of the distance

Therefore the faster away your components are from the led strip the brightness will decrease at the rate of 1/x^2 where x is the linear distance between the light source and component.

 

Having a larger x distance will decrease the brightness but also allow for more erroneous reflections off of other internal components and create a more uniform lighting upon the surface of the component you are trying to illuminate.

you sir are amazing because i didnt know that and it was amazing

 

 

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you sir are amazing because i didnt know that and it was amazing

:)

This is also in effect for anything that radiates in the 3 dimensions of space, such as radio waves, sound, and any other kind of wave.

NEW PC build: Blank Heaven   minimalist white and black PC     Old S340 build log "White Heaven"        The "LIGHTCANON" flashlight build log        Project AntiRoll (prototype)        Custom speaker project

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:)

This is also in effect for anything that radiates in the 3 dimensions of space, such as radio waves, sound, and any other kind of wave.

DAMMIT NO CHANGE TOPICS WE JUST LEARNED THIS IN SCHOOL ABORT ABORT ABORT

Just a guy who peaked at building back in the days of the GTX 980. If you see me here, assume i have technical knowledge akin to a committed hobbyist builder back then. If something's changed, you'll need to tell me(nicely plz). I'm probably asking for help with the modern build scene since I have no clue what's going on.

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DAMMIT NO CHANGE TOPICS WE JUST LEARNED THIS IN SCHOOL ABORT ABORT ABORT

Example[edit]

Let the total power radiated from a point source, for example, an omnidirectional isotropic antenna, be P. At large distances from the source (compared to the size of the source), this power is distributed over larger and larger spherical surfaces as the distance from the source increases. Since the surface area of a sphere of radius r is A = 4πr 2, then intensity I (power per unit area) of radiation at distance r is

4a0aa41bf97d4c8c39824c42fbf7a2a5.png

The energy or intensity decreases (divided by 4) as the distance r is doubled; measured in dB it would decrease by 6.02 dB per doubling of distance.

Acoustics[edit]

In acoustics one usually measures the sound pressure at a given distance r from the source using the 1/r law.[10] Since intensity is proportional to the square of pressure amplitude, this is just a variation on the inverse-square law.

Example[edit]

In acoustics, the sound pressure of a spherical wavefront radiating from a point source decreases by 50% as the distance r is doubled; measured in dB, the decrease is still 6.02 dB, since dB represents an intensity ratio. The behaviour is not inverse-square, but is inverse-proportional (inverse distance law):

a9240f46fc553a6278e2f1a7d8014e70.png

The same is true for the component of particle velocity 2d3fdc651d296cf7a5bde9d58fa58c47.png that is in-phase with the instantaneous sound pressure 5a34bb082daf037b3c4b14c13af6855b.png:

bdb910680080efdab8e6849aebde67c3.png

In the near field is a quadrature component of the particle velocity that is 90° out of phase with the sound pressure and does not contribute to the time-averaged energy or the intensity of the sound. The sound intensity is the product of the RMS sound pressure and the in-phase component of the RMS particle velocity, both of which are inverse-proportional. Accordingly, the intensity follows an inverse-square behaviour:

ca081d24cd6a247cd2d2c5546851e6a5.pngField theory interpretation[edit]

For an irrotational vector field in three-dimensional space the inverse-square law corresponds to the property that the divergence is zero outside the source. This can be generalized to higher dimensions. Generally, for an irrotational vector field in n-dimensionalEuclidean space, the intensity "I" of the vector field falls off with the distance "r" following the inverse (n − 1)th power law

d203942dbf73bab0bafcf607b513809e.png,

given that the space outside the source is divergence free.[citation needed]

NEW PC build: Blank Heaven   minimalist white and black PC     Old S340 build log "White Heaven"        The "LIGHTCANON" flashlight build log        Project AntiRoll (prototype)        Custom speaker project

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-snip-

 

Night theme loves you. 

 

 

 

 

 

dfQgZ6B.png

 

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Night theme loves you. 

 

 

 

 

 

 

I know, I use night theme ;)

NEW PC build: Blank Heaven   minimalist white and black PC     Old S340 build log "White Heaven"        The "LIGHTCANON" flashlight build log        Project AntiRoll (prototype)        Custom speaker project

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Ryzen 3950X | AMD Vega Frontier Edition | ASUS X570 Pro WS | Corsair Vengeance LPX 64GB | NZXT H500 | Seasonic Prime Fanless TX-700 | Custom loop | Coolermaster SK630 White | Logitech MX Master 2S | Samsung 980 Pro 1TB + 970 Pro 512GB | Samsung 58" 4k TV | Scarlett 2i4 | 2x AT2020

 

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Example[edit]

Let the total power radiated from a point source, for example, an omnidirectional isotropic antenna, be P. At large distances from the source (compared to the size of the source), this power is distributed over larger and larger spherical surfaces as the distance from the source increases. Since the surface area of a sphere of radius r is A = 4πr 2, then intensity I (power per unit area) of radiation at distance r is

4a0aa41bf97d4c8c39824c42fbf7a2a5.png

The energy or intensity decreases (divided by 4) as the distance r is doubled; measured in dB it would decrease by 6.02 dB per doubling of distance.

Acoustics[edit]

In acoustics one usually measures the sound pressure at a given distance r from the source using the 1/r law.[10] Since intensity is proportional to the square of pressure amplitude, this is just a variation on the inverse-square law.

Example[edit]

In acoustics, the sound pressure of a spherical wavefront radiating from a point source decreases by 50% as the distance r is doubled; measured in dB, the decrease is still 6.02 dB, since dB represents an intensity ratio. The behaviour is not inverse-square, but is inverse-proportional (inverse distance law):

a9240f46fc553a6278e2f1a7d8014e70.png

The same is true for the component of particle velocity 2d3fdc651d296cf7a5bde9d58fa58c47.png that is in-phase with the instantaneous sound pressure 5a34bb082daf037b3c4b14c13af6855b.png:

bdb910680080efdab8e6849aebde67c3.png

In the near field is a quadrature component of the particle velocity that is 90° out of phase with the sound pressure and does not contribute to the time-averaged energy or the intensity of the sound. The sound intensity is the product of the RMS sound pressure and the in-phase component of the RMS particle velocity, both of which are inverse-proportional. Accordingly, the intensity follows an inverse-square behaviour:

ca081d24cd6a247cd2d2c5546851e6a5.png Field theory interpretation[edit]

For an irrotational vector field in three-dimensional space the inverse-square law corresponds to the property that the divergence is zero outside the source. This can be generalized to higher dimensions. Generally, for an irrotational vector field in n-dimensionalEuclidean space, the intensity "I" of the vector field falls off with the distance "r" following the inverse (n − 1)th power law

d203942dbf73bab0bafcf607b513809e.png,

given that the space outside the source is divergence free.[citation needed]

 

 

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