2.5 Global Illumination, like in Vray at least!!

This is a simple scene I did to test the new global illumination, it works great in my opinion, just too slow at the moment. The 2 scenes are only lir buy one light(sun) and the sky light. In the first you can notice the light rebounding and bleeding colors.

Nice test. What settings did you use for GI and how long did each image take to render?

Did you use the cache feature when using the indirect lighting? It would help speed it up.

is this part of the altest built ?
and do you have small sample file showing the set up


Hi all,
This is done with the render build from Loopduplicate. He has just built an optimized one too, I haven’t yet tested that one’s speed.
I’m at work now and can’t upload that scene but from memory, all you have to do is turn on ambient oclussion: 0.2, environment lighting: 1, Indirect lighting: 1 and have a sun with the option “sky” turned on. The rest is just tweaking. Anyway, you can use any lighting you want, this one setup is for sunlight.
There are some drawbacks like adding glass windows (opaque to rays from the environment), but I’ll keep on testing.
No, I didn’t used the chache option here, just “brute force” raytracing so the times were quite high (20 minutes).

Hi, I’ve been trying for 8 hrs straight to get nice fast rendering going in blender (10 minutes just to do occlusion culling is not fast). I can’t find loopduplicates super duper render build at graphicall… It’s getting really annoying, can someone post a download of it?

It’s from filiciss, not loopduplicate but it’s even faster

Wow, that’s pretty damn fast… The below rendered for me in 4 minutes (using your guide above)

here is a quick test I did with blender 2.5 and smallluxgpu 1.5 rendered for 1 minute


The thing is though Brecht said that the irridiance cache is mainly efficient and high quality for 1 bounce of indirect lighting at most, though I wonder if anything can be done to extend it maybe to 5 bounces and keep it high quality and efficient.

I say 5 because after that in most cases any additional lighting is negligible and will make very little difference.

I’ve used 2 bounces in the same scene above, the results are ok, although the samples are too noticeable, for interiors it works quite well, but you have to crank up the samples :frowning:

ibkanat : I can’t get smallLuxGPU going, I get a stupid error about filepath :frowning:
onnevan : thanks for the build link, it’s fan freaking tastic :slight_smile:

For the first time, I feel I like I’ve got everything I need to do things the way I want in Blender two thumbs up


Couple o problems though… what’s that there pinkish tinge I’m getting? (And how do I get rid of it?)


Also if I try to light the area just behind and above the bridge only with an object with emissive set up it comes out like this:


But anyways, here’s a daz character standing dramatically under a single lamp :slight_smile:


(no she’s not a zombie =P )

Blenderer make sure that you uses the updated exporter its in the samples blender in smallluxrays. It will work again

@ ibkanat:
I started this thread to show my impressions about GI in Blender’s internal renderer. Don’t get me wrong but I don’t know why you are talking about Luxrender…:eyebrowlift2:

sorry to rabbit trail… I just been playing with it allot and found it fast. Maybe faster for certain tasks. And it works right out of blender2.5

Hey, no problem at all, just wanted this thread to be a reference for the new GI in Blender Internal.
After so many years usin Max, this was the only feature I was missing in blender (max don’t even have GI like blender now has). I can now use blender for architectural visualization, I think is a really important milestone for blender. I know there are some great GI external renderers but havin total material compatibility, nodes for compositing, particles, animation, etc is just better.

I use to think in lighting before everything else and work from there. I think your settings are basically right although some tweaking is required but you have to think like a photography director, or art director in a movie. Do you want your image perfectly exposed or a little underexposed, do you want some bounced light in the background? a rim light in the hair of your talent? is it a landscape at sunset? maybe a little broken beams of sunlight through the clouds…
Your scene isn’t going to be illuminated with just a light, if it’s an indoor scene. It’s a ship and is going to be illuminated with dozens, thousands (in real life) of lamps, so just throw them on!
Its like a photographer would do, if you need more light, just put more lamps, it’s better than rising the camera iso and put in more noise.
In my example I was trying to illuminate a scene with just one light, as often happens in architecture visualization, but inside the rooms it’s going to be dark unless you turn on the light or there is a window.
If your ship doesn’t have windows, or if it’s in space, you are going to need tu turn on the lights :slight_smile:

DOZENS thousand __________-:eyebrowlift2:

I think its too much :stuck_out_tongue:

I meant dozens or even thousands in real life. That’s my estimation for a spaceship, with deck lights, and those long corridors. I said, in real life in a .blend I guess dozens is more correct. In my scenes though, I use to use just a few.

Luckily Brecht is focusing on optimizations in the renderer this week partly because right now it can take a while to render various Durian scenes. I don’t know how much faster it is now because I don’t have a render25 build from this week.