One thing you need to keep in mind when working with the Inverse square fall off of light and indirect lighting is that scale is very, very important when trying to get accurate results.
Try again, but re-scale your model down to 2 Blender units in height. ( ie: 2 meters tall) -
Another thing,… I believe there is also a serious bug with shadows and the render branch as well - In the latest Render branch builds, moving the light outside the Cornell box give wacky results.
Color Management is also VERY important when trying to achieve accurate results. Be sure to always have “Color Management” checked in the Render tab. and then re-select your color values in the material section…
Hmm, thanks. That was very informative - however - the scale of the model should be up to the artist, not the program. I should not have to worry how big my model is except its size in relation to other objects (and my own personal preferences). That said, I recognize this program isn’t even in Beta yet.
Well, you can use what ever scale works for you, however you have to keep in mind that math is math - light falls off at a very specific, physical rate, meaning that photo-realistic renders should conform pretty closely to the laws of physics (add artistic license where desired ) .
There are, of course, other light fall-off options such as “constant” or “user-defined” that can help you create the look you’re after.
I did some tests, and found that you are right. In Blender 2.49, the default mode is Inverse Linear. According to my tests with that, the scale of the scene did not matter at all provided the light Distance was proportional to the scene. If the scene were scaled by 10, so long as the Light Distance was multiplied by 10, it would look the same.
However, with Inverse Square, you are correct. I was just unaware that this was the default selection in Blender 2.5. I hope they change that, because it could confuse a lot of people.
Hey Hauzer, I took your Max rendered cornell box as a challenge to see if the same quality can be done in the render25 branch and I believe I’ve gotton pretty close.
Here’s an improvement on the first one. I think it looks a lot better now. Color Management was turned on, Indirect Lighting Factor was changed to 0.5, and the light was changed to Inverse Linear.