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You currently have to press colect meshes to see some important radiosity settings (Max Iterations comes to mind), but you don't have to run the calcuation prior to rendering. Though, it can be a way to subdivide your mesh (delete new vertex colors afterword).Landis wrote:Basics
Do I still have to "Collect Meshes" and "Replace Meshes" in addition to enabling "Radio" in both the Material and Display buttons?
Subdivision surfaces have never worked in the radiosity calculation. They are not subdivided before the calculation would be done, hence you see a non-subdivided surface. Would be a reasonable feature request: have blender create a sub-surf result before doing the radiosity calcuation.Landis wrote:SubSurf
I am sure that this is what you guys meant about subdividing for better shadows but I tried this on subsurfed mesh and the render did not seem to utilize "subsurf" at all. As unfortunate as this is, it DOES make sense to me...I just wanted to make sure that you are already aware of this and that we are on the same page.
YafRay (from what I know) does a more accurate and slower GI calculation as well as it's raytracing fuctions. The power of blender's render is it's speed.Landis wrote:Raytracing?
It would be nice if I could ultimately achieve results inside of Blender itslef similar to that of which I am currently recieving through YAFRAY. Correct me if I am wrong but Blenders radiosity calculation is equivelant to YAFRAYS "Pathlight" in that it allows for color bleeding...so...all we are lacking now is raytracing right(this is really more of a hint than a question).
This does not do that at all. You just render and it works.Landis wrote:Lighting
As far as I can rememeber by using radiosity yo basically replace the materials of a given mesh with shaded information pertaining to the calculation itself. Do I still need to light this scene with a standard Lamp like before?
Neither is necescary, though the radiosity result blends differently with the textures on an object (I am not speaking about precalculated radiosity) it seems. Try it.Landis wrote:Textures
Until Blender is capable of utilizing image texture color information from a mesh, would you say that the best course of action would probably be to either:
A) use dotblends "empty method" for texturing meshes to be used in a radiosity calculation.....
....and/or....
B) try and make the materials base color match the image texture to achieve reasonably "realistic" results?
z3r0_d wrote: Subdivision surfaces have never worked in the radiosity calculation. They are not subdivided before the calculation would be done, hence you see a non-subdivided surface. Would be a reasonable feature request: have blender create a sub-surf result before doing the radiosity calcuation.
Amen brother. Just wanted to "piggy back" on thatz3r0_d wrote: The power of blender's render is it's speed.
"You just render and it works"?z3r0_d wrote:This does not do that at all. You just render and it works.Landis wrote:Lighting
As far as I can rememeber by using radiosity yo basically replace the materials of a given mesh with shaded information pertaining to the calculation itself. Do I still need to light this scene with a standard Lamp like before?
Hey Landis!Landis wrote:Looks great hanzo!!!! That is very strane about the "subsurf" though. Hmmmm.......
Also, if you are not using any lights than I assume that you are using a mesh as a light source (assigned an emit value).
Cheers,
Landis
just add a little light with No Diffuse.Landis wrote:Strange....I deleted the lights, assigned an emit value to a plane, and subsurf seems to be working now, however, my bump (Nor) map does not seem to be working.