Holey. Moley.
UncleZeiv’s Lightcuts Blog post

I’m gonna go for a walk and high five random folks on the street, later everybody.
Holey. Moley.
UncleZeiv’s Lightcuts Blog post

I’m gonna go for a walk and high five random folks on the street, later everybody.
I was happily surprised, until I noticed the rendering times.
But then again, perhaps I’m spoiled by Modo:o
One thing I don’t get is how this haven’t been done yet… shouldn’t indirect lighting be easy in a raytrace engine?
But still a person needs to create lights manually ? Or it’s created automatically ?
Isn’t that the thing that it will be more or less automagic?
Who told you the renderer in Blender is a “raytracing engine”, then? ![]()
These days, it’s more of a mix, but still based on scanline rendering, as far as I know.
Hi guys, thanks for linking my post 
@oogsnoepje: true, rendering times are not impressive, but please consider that I’m using a debug build and using my laptop; I think an optimized build on a good desktop can cut times significantly
@Absum: I would say that maybe it’s “easy” to write a very slow one and/or very noisy one…
@Master Danix: it’s automatic, that’s the whole point! 
Please note that this feature is still WIP and won’t be production ready anytime soon.
Grazie UncleZeiv !
Indirect lighting can only be a good thing, to improve lighting in scenes and improve the quality of BI, now if only the lightcuts algorithm can be extended to create caustic lights:cool:
Couldn’t the algorithm be extended to caustics by creating directional lights instead of normal point lights? (I’m not saying it would be easy…)
I will love to see Indirect light and other types of GI goodies on Blender.
Finally BI is emerging from the stone age!
Way to go UncleZeiv!
So you’re telling me you could texture a skydome and light your whole scene with that?
If it wasn’t just past midnight, and there were actually people on the streets, I’d go and high five people as well.
yay !
Thanks for your work on lightcut system
Today he has some even more awesome images!

Check out the blog post:
for more info and pictures.
Well I’ve always thought blender was kind of more raytrace now days… not based on anything so thanks for correcting me… but what I ment was more that the raytracing part of the renderer.
This is also cool

(i posted this same comment on UncleZeiv’s Corner)
Whoa!… i really didn’t expected multiple bounces implementation!… i thought it was going to be just 1st bounce GI for now and later multiple bounces would come.
Thanks for your work! really!… this is one of the major features Blender users have been waiting for…
One thing, is sort of a question/feature request… will it be a way for the user to EXCLUDE OBJECTS from GI calculations?… in very complex scenes with hundreds of objects that would be really necessary… I propose a simple UI control where you could set an object (or multiple objects at the same time) to generate GI or receive GI (or both).
Again, thanks for your hard work!
greets
tuqueque.
Cekhunen, this is what you were desiring to see happening, no?
If means what I thinbk, is a giant step…
Bout the times… if I read well, was a render taking already 6 sth minutes width direct light, having just one minute more with GI, imo is amazing, even more for a alpha version… Excuse me if I am missing some tons of things… that besides optimization always may come later… A gi render in any package I handle takes eons. With two bounces even. And with more, prepare to wait. About excluding, I read vaguely in xsi doc, it used sth like a bsp optimization, or sth… Anyway, i think for the version it is, times are very good… no?
wow! amazing… i love BI, but i’m also one who wishes it had indirect lighting… keep it up bro! 