I have been able to approximate a photonic render based on particles to make emission,
I have been able to approximate what it may look like using volumetrics, and using a point density based on
A. a dense cone-Flash light halo that is a mesh - makes convincing “Halo” but casts no shadow and can only make emmissions happen in a cone…
B. a hose type particle emitter and extreme stickyness on the surfaces"lit" by the particles radius, what I was thinking is if the volume could re-emit the particle and be lit by it, but right now this only lights a single bounce.
if it could pick up color off a bounce, leave behind illumination, and have less energy on the next bounce and leave behind the previous color, for each bounce, you could make a particle based rendering method.
Another method is dynamic painting each surface with particles that are emitted by your “Light” and making a dynamic emission map from the data, this works but I think I am doing it the hard-way using PaintCache.png->sequencer->.mp4->emission map, I think it could be done with nodes much easier but I am having trouble wrapping my brain around it…
Help? I think a particle based volumetric render could be considered “Photonic”