I’m trying to render a scene with two spheres reflecting a big light-source above them (like neon lamps for example). For the spheres to reflect the environment I activated the Ray Mirror option in Mirror Transp Panel. Since the lamps provided in blender are invisible and therefore not reflected, I decided to try radiosity-modeling. I added two rectangular-shaped planes to the scene and made them emit light (Emit in Shaders Panel).
Now I had blender do it’s radiosity-calculations (select the spheres and the rectangles, press Collect Meshes, press GO, Replace Meshes and Free Radio Data in Radio Tool Panel / Calculation Panel).
The result is the following:
Illumination looks good, but the reflections aren’t smooth. Why is that so? Has this something to do with how blender calculates a radiosity-solution (creation of Patches and Elements, adaptive subdivision)? Is there a way to get smooth reflections?
I’ve tried to render the same scene with yafray and global illumination. I get smooth reflections there, but the spheres are all grainy. Is there another way to receive such an effect?
Thanks for any help.