Help with Simulating Minecraft Lighting

So I’m using the jmc2obj exporter and creating the material for the torch flames. The problem is, it looks nothing like it does in Minecraft. I’m trying to get the flames to shine bright enough for a night scene, but I’m having no luck. Someone suggested the Light Falloff Node plugged into the Strength input, but this isn’t even all that effective. I’ve posted a few pictures to show what I’m talking about.

Light Falloff tests:


Original Minecraft Scene:


Constant Falloff is close, but I kind of want more control over the falloff curve. And it obviously doesn’t need to be physically accurate, so fakery is acceptable.

You might need to set up an ambient occlusion pass (done by first enabling the AO in the world panel and setting its strength to 0 and then setting up the render pass settings to render out the pass information). After the rendering is done, you would simply multiple the AO on top of the image in the compositor.

Well, in this brief test, I forgot to ad in AO, but the problem I’m having is that the light just isn’t powerful enough without cranking it up to over-the-top values. And if I do that, it washes out nearby textures.

Bump please