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	<title>Comments on: Indirect lighting with Blender internal renderer</title>
	<atom:link href="http://www.blendernation.com/2008/08/16/indirect-lighting-with-blender-internal-renderer/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.blendernation.com/2008/08/16/indirect-lighting-with-blender-internal-renderer/</link>
	<description>Fresh Blender News, Every Day</description>
	<pubDate>Fri, 09 Jan 2009 08:19:47 +0000</pubDate>
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		<title>By: samir benbelkacem</title>
		<link>http://www.blendernation.com/2008/08/16/indirect-lighting-with-blender-internal-renderer/#comment-367428</link>
		<dc:creator>samir benbelkacem</dc:creator>
		<pubDate>Tue, 19 Aug 2008 13:14:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/?p=4442#comment-367428</guid>
		<description>i would love to lirn how to do the motion blur test</description>
		<content:encoded><![CDATA[<p>i would love to lirn how to do the motion blur test</p>
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		<title>By: Blur</title>
		<link>http://www.blendernation.com/2008/08/16/indirect-lighting-with-blender-internal-renderer/#comment-367186</link>
		<dc:creator>Blur</dc:creator>
		<pubDate>Mon, 18 Aug 2008 19:16:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/?p=4442#comment-367186</guid>
		<description>I can't comment too much on it since I never got around to ue blender as an actual Raytracer so much. So far it's more of a modeler to me. But if I'm not mistaken you have to subdivide meshes pretty oftentimes to get good results, no? The main advantage will be besides the speed up that you don't have to do this any more. Also - but I may be wrong there, too, actual light souces besides texture lights will be supported.

I can only explain how things work in Cinema 4D because i'm used to that.
Activating Global Illumination t the scene activates the light bounces and emmisive textures. That means regular lighs also reflect from a material to it's sourroundings depending on it's material attributes - including color and whatnot. Also light emitting textures also emit light to the scene. That means that you *can* light the scene by textue light only but don't have to. You can also use only regular lightsources and have the realistig lightbounce effect or both. Without the need to subdivide the mesh.

So if I got that right - the result in Blender works already pretty goodl but the usage could be improved. And it seems that's coming with this code version we have right here.

I hope I got that right so I am excited for the right reasons ;) :D</description>
		<content:encoded><![CDATA[<p>I can&#039;t comment too much on it since I never got around to ue blender as an actual Raytracer so much. So far it&#039;s more of a modeler to me. But if I&#039;m not mistaken you have to subdivide meshes pretty oftentimes to get good results, no? The main advantage will be besides the speed up that you don&#039;t have to do this any more. Also - but I may be wrong there, too, actual light souces besides texture lights will be supported.</p>
<p>I can only explain how things work in Cinema 4D because i&#039;m used to that.<br />
Activating Global Illumination t the scene activates the light bounces and emmisive textures. That means regular lighs also reflect from a material to it&#039;s sourroundings depending on it&#039;s material attributes - including color and whatnot. Also light emitting textures also emit light to the scene. That means that you *can* light the scene by textue light only but don&#039;t have to. You can also use only regular lightsources and have the realistig lightbounce effect or both. Without the need to subdivide the mesh.</p>
<p>So if I got that right - the result in Blender works already pretty goodl but the usage could be improved. And it seems that&#039;s coming with this code version we have right here.</p>
<p>I hope I got that right so I am excited for the right reasons ;) :D</p>
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		<title>By: DramaKing</title>
		<link>http://www.blendernation.com/2008/08/16/indirect-lighting-with-blender-internal-renderer/#comment-367174</link>
		<dc:creator>DramaKing</dc:creator>
		<pubDate>Mon, 18 Aug 2008 17:32:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/?p=4442#comment-367174</guid>
		<description>I've never seen anything wrong with Blender's Radiosity before. Why do we need this? (Okay, so it's kind of faster) . And if I'm reading this, it's an automated method of simulating a radiosity process with extra lights to show bounced light.

Feel free to correct me if I'm missing something.</description>
		<content:encoded><![CDATA[<p>I&#039;ve never seen anything wrong with Blender&#039;s Radiosity before. Why do we need this? (Okay, so it&#039;s kind of faster) . And if I&#039;m reading this, it&#039;s an automated method of simulating a radiosity process with extra lights to show bounced light.</p>
<p>Feel free to correct me if I&#039;m missing something.</p>
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		<title>By: hessiess</title>
		<link>http://www.blendernation.com/2008/08/16/indirect-lighting-with-blender-internal-renderer/#comment-366916</link>
		<dc:creator>hessiess</dc:creator>
		<pubDate>Sun, 17 Aug 2008 21:49:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/?p=4442#comment-366916</guid>
		<description>This looks interesting, if only i could work out how to use it :).
Ive uploaded a 64 bit Linux build to graphicall if anyones interested.</description>
		<content:encoded><![CDATA[<p>This looks interesting, if only i could work out how to use it :).<br />
Ive uploaded a 64 bit Linux build to graphicall if anyones interested.</p>
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		<title>By: Alexander Ewering</title>
		<link>http://www.blendernation.com/2008/08/16/indirect-lighting-with-blender-internal-renderer/#comment-366864</link>
		<dc:creator>Alexander Ewering</dc:creator>
		<pubDate>Sun, 17 Aug 2008 15:41:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/?p=4442#comment-366864</guid>
		<description>ccherrett: Pictures of a purely workflow and UI related feature? :)

The code just copies vertex colors from one mesh to another (which may have different topology). It can be used in this way:

1. Create your regular mesh as usual
2. UVmap it
3. optionally subdivide it for getting better lighting resolution if/where needed
4. Duplicate it, leave the duplicate exactly over the original
5. Do the radiosity calculations on the duplicate
6. Copy the vertex colors from the duplicate to the original

Steps 4-6 can then be repeated any desired number of times without ever having to touch / destroy the 'real' mesh.

NOTE: This feature was coded years ago when radiosity didn't even preserve UV textures...</description>
		<content:encoded><![CDATA[<p>ccherrett: Pictures of a purely workflow and UI related feature? :)</p>
<p>The code just copies vertex colors from one mesh to another (which may have different topology). It can be used in this way:</p>
<p>1. Create your regular mesh as usual<br />
2. UVmap it<br />
3. optionally subdivide it for getting better lighting resolution if/where needed<br />
4. Duplicate it, leave the duplicate exactly over the original<br />
5. Do the radiosity calculations on the duplicate<br />
6. Copy the vertex colors from the duplicate to the original</p>
<p>Steps 4-6 can then be repeated any desired number of times without ever having to touch / destroy the &#039;real&#039; mesh.</p>
<p>NOTE: This feature was coded years ago when radiosity didn&#039;t even preserve UV textures&#8230;</p>
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		<title>By: Ankit Pruthi</title>
		<link>http://www.blendernation.com/2008/08/16/indirect-lighting-with-blender-internal-renderer/#comment-366853</link>
		<dc:creator>Ankit Pruthi</dc:creator>
		<pubDate>Sun, 17 Aug 2008 14:19:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/?p=4442#comment-366853</guid>
		<description>blender keeps getting better and better every minute!!
i just love this software.. :)</description>
		<content:encoded><![CDATA[<p>blender keeps getting better and better every minute!!<br />
i just love this software.. :)</p>
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	<item>
		<title>By: Blur</title>
		<link>http://www.blendernation.com/2008/08/16/indirect-lighting-with-blender-internal-renderer/#comment-366831</link>
		<dc:creator>Blur</dc:creator>
		<pubDate>Sun, 17 Aug 2008 12:17:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/?p=4442#comment-366831</guid>
		<description>My secret plan always was at some point to get enough money to fund blender far enough to be on par with Max and Maya simply to prove that professional software doesn't need to be charged thousands of dollars/Euros. As it seems Blender has reachd that status before me ... :D


This is awesome news. Always reminds me why I chose blender as one of my production environments besides commercial software.</description>
		<content:encoded><![CDATA[<p>My secret plan always was at some point to get enough money to fund blender far enough to be on par with Max and Maya simply to prove that professional software doesn&#039;t need to be charged thousands of dollars/Euros. As it seems Blender has reachd that status before me &#8230; :D</p>
<p>This is awesome news. Always reminds me why I chose blender as one of my production environments besides commercial software.</p>
]]></content:encoded>
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		<title>By: Rocky</title>
		<link>http://www.blendernation.com/2008/08/16/indirect-lighting-with-blender-internal-renderer/#comment-366826</link>
		<dc:creator>Rocky</dc:creator>
		<pubDate>Sun, 17 Aug 2008 11:49:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/?p=4442#comment-366826</guid>
		<description>Blender's internal is getting better every time I visit this Website... I guess the next "big feature" will be photon mapping, caustics or other sweet rendering methods! Blender is becoming so advanced that some other software is offered for free? Look at Truespace 7.6 for example...</description>
		<content:encoded><![CDATA[<p>Blender&#039;s internal is getting better every time I visit this Website&#8230; I guess the next &#034;big feature&#034; will be photon mapping, caustics or other sweet rendering methods! Blender is becoming so advanced that some other software is offered for free? Look at Truespace 7.6 for example&#8230;</p>
]]></content:encoded>
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		<title>By: ccherrett</title>
		<link>http://www.blendernation.com/2008/08/16/indirect-lighting-with-blender-internal-renderer/#comment-366801</link>
		<dc:creator>ccherrett</dc:creator>
		<pubDate>Sun, 17 Aug 2008 09:12:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/?p=4442#comment-366801</guid>
		<description>Alexander Ewering,

As Ton would say "Show us some pictures!"</description>
		<content:encoded><![CDATA[<p>Alexander Ewering,</p>
<p>As Ton would say &#034;Show us some pictures!&#034;</p>
]]></content:encoded>
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		<title>By: Gryphon</title>
		<link>http://www.blendernation.com/2008/08/16/indirect-lighting-with-blender-internal-renderer/#comment-366733</link>
		<dc:creator>Gryphon</dc:creator>
		<pubDate>Sun, 17 Aug 2008 03:34:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/?p=4442#comment-366733</guid>
		<description>Sweetness. It's great to see the SOC projects coming along so well. So exciting!</description>
		<content:encoded><![CDATA[<p>Sweetness. It&#039;s great to see the SOC projects coming along so well. So exciting!</p>
]]></content:encoded>
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