Hi everybody, I’m trying to understand how the Indirect Lighting settings under the World tab are supposed to work in Blender Render (NOT Cycles). I wasn’t able to find much on the manual; plus, the page
http://wiki.blender.org/index.php/Doc:2.6/Manual/Lighting/Indirect_Lighting
is void, which is different from non-existent in the sense that someone actually created it in the first place, but it contains no information. In addition to this, I found a few tutorials on the Internet which claim to describe indirect lighting, while in fact they focus on emissive materials; if you put a glowing sphere inside a Cornell Box it may look like indirect lighting but really it is not. So, I would like to know:
- Using Blender Render (NOT Cycles) is it possible to render the Cornell Box correctly?
- That is, can I illuminate the areas in shadow by simulating light scattering on other objects?
- How is the Indirect Lighting section under the World tab supposed to work? I tried to change the parameters and setting the Approximate Gather but I don’t get what I want, that is avoid pitch black (0, 0, 0) on shadowed surfaces.
- Can I bake a full render which makes use of indirect lighting to a texture?
Thank you for your help.
Dario