I’m having a few issues with both of these right now. For one there isn’t any documentation on using Radiosity and blender’s internal renderer(that works anyway) in the wikipedia. When I use it a countdown occurs (not sure for what) and this could take a half hour! I would like to know how to change the settings for this and if the collect mesh technique/gour/go technique has anything to do with the radiosity settings?
Also I just came across a wiki entry regarding Superficial SSS which seems to have more controls than the current MhSSSS script. I can’t find these scripts anywhere and I would like to use one with more than one color and layer to work with. This is closer to maya’s metal ray shaders in that aspect, which I like.
collect mesh technique/gour/go technique has anything to do with the radiosity settings?
There are 2 radiosity pipelines in Blender and what I quoted is from the older (but mostly better) pre 2.28 ‘physical’ method. It calculated all selected meshes and built one new mesh to render. The newer post 2.28 ‘at render time’ method calculates all meshes at rendertime and you have to do your own subdivision before calculation.
There are stacks of tuts and documentation for the first and the 2.28 (or thereabouts) release notes and online docs will explain the second.
I read the documentation, still a bit confused. I learned radiosity back in 2002 so it was different. what’s the difference between the gour method and teh hemi method? do you still collect meshes and free radio data when your ready to render?