Here's a short tech-demo that I enjoyed watching:
François "CoyHot" Grassard writes:
Just a simple test about using Indirect Lighting feature in Blender 2.54. There's no light in the scene.
It's a real pleasure, since Blender 2.5, to see the animated texture directly in the 3D viewport, too.
17 Comments
Nice :) lovely effect!
Sooooo...what texture was this and how do you animate such a beast?
Looks really nice.
I'd also like to see a how to :)
\*/\*/\*/\*/..Render 25.. \*/\*/\*/\*/
Did you have the tutorial of how to do?
Thanks
I have no good experience with ID. I cant use it to light complex scenes.
But I can make nice cubes with it, like this video....
Please, it's not "indirect lighting", it's only "lighting with something else than light, ie, lighting with a texture/mesh/..."
Indirect lighting is when light bounces multiples time on walls. eg., the light under your desk comes from thoses bounce, but not from "direct lighting".
Here, the floor can see directly the cube faces, so it's direct lighting.
BTW, really nice video.
It doesnt work width normal mapped surfaced but looks fine, good work!
That's WOW! Totally awesome! The bomb![do we still use that expression?]
Seriously awesome! Congrats and nice idea!
Nice demo CoyHot !
Guillaum, that's certainly correct. However, to make Meshemitters work, you have to activate indirect lighting for that.
And it could easily be that the bounce setting is higher than 0. So there is at least a bit of indirect lighting included.
It's not really indirect lighting ... that would rather be the light bounces from another light source. It's more IMage based / texture based lighting.
BTW - does IBL create shadows, already?
One word... SHADOWS! love this feature, but would be uber fab if shadowing could take place!!!
I know nothing about using I.D. Can someone point me to some tutorials for novice?
@Guillaum
Your explaination is correct, but assumption is wrong! The terms 'indirect' vs 'direct' refer to what initially drives the illumination of a surface that is seen by the camera.
Direct = A light source (spotlight, directional, point light), hits a surface, illuminates it, hits the eye
Indirect = ANY source (surface, volume) hits a surface, illuminates it, hits the eye
Its an important distinction. Multiple bounces can form a large part of indirect illumination, but isn't required; its all about 'lights drive illumination' vs 'all surfaces drive illumination'.
Tried indirect lighting for first time last night, and I'm loving it!
http://www.flickr.com/photos/hsaito/5148060372/
@Matt
It may be details, but I do not agree with your definitions (and my previous one was a bit false too ;)
You makes a difference between "blender lights" (point light, direction light, ...) and surface/volume light. But in reallife there is no such thing as spot light, point light, direction light. Every light in real life is a surface (or volume) light.
But surface light are really difficult to render, and usually computer graphics use approximation of them (like point light), because under some assumptions, the result may be equivalent with less work for the computer (i.e. a point light is like a small surface light seen from far enough)
In my definition, light is something that really emit light (not something that scatter it), so:
Direct: you see directly the light, or with only one bounce
Indirect: you see the light with more than one bounce
And the video is only showing Direct lighting because you can see the light from the cube (no bounce) or from the floor (one bounce from the cube). But it's still a nice feature to see the possibility to use "surface light" (or "mesh light":more complex in geometry or light repartition than the area light)
Render branch of blender also support a bit of indirect lighting, but the big issue with indirect lighting may be computation time and noise. And if you don't fear long (really long) render time, you probably want to use a renderer like LuxRender, because thoses renderers can give you more accurate results with indirect lighting. But the blender internal will always give you quicker results (if you know how to use it) than any kind of complex raytraced unbiased indirect renderers.