![http://img338.imageshack.us/i/blenderindirecttest01.jpg/][IMG]http://img338.imageshack.us/img338/2238/blenderindirecttest01.th.jpg](http://img338.imageshack.us/i/blenderindirecttest01.jpg/][IMG]http://img338.imageshack.us/img338/2238/blenderindirecttest01.th.jpg)This is a scene I made for a project which is light only with a sun lamp and a little emit on the background sky texture. Here are the 3 render
Render with yafaray with 1 sun lamp
Render in blender internal GI.
Fg -10 sample
5 bounce
Factor 0.85
Attenuation distance - 4.000
no shading
Environment lighting - 4.0
640x480
This render I decrease the Attenuation distance - 0.600
Notice that the wall at the right is blue which is not the case but which is illuminated with the environment light.
It is very slow to render when I render it with 100 sample which still I see the noise
The bouncing light or GI, I think doesn’t goes far enough to illuminated the whole scene even if I increase the factor.
I also increase the sun intensity but the room is still dark
Its very slow to render glossy object in the scene so I remove all.
So here is my test. Hope this help to improve blender indirect lighting.:yes:
![http://img338.imageshack.us/i/blenderindirecttest01.jpg/][IMG]http://img338.imageshack.us/img338/2238/blenderindirecttest01.th.jpg](http://img338.imageshack.us/i/blenderindirecttest01.jpg/][IMG]http://img338.imageshack.us/img338/2238/blenderindirecttest01.th.jpg)