Raytraced Indirect Lighting For Blender Render Available Now, Please Test!

It should work the same when baking.

Do you have the blend file for this scene, or know the author? Have them test the build! You would probably get a bit more light in certain areas, like under the cloth near the bottom of the chair. My guess is it would be pretty subtle differences. I’d love to see it though as it is already pretty distributed looking light. The carpet would probably grab some of the color of the cabinet.

HUH?!! Just kidding…:slight_smile:

It’s from a “BI vs. Cycles vs. YafaRay” observation found here: http://blendernews.org/xe/?mid=Feature_Articles&document_srl=1274

Yes, I think the scene could definitely benefit from what you are doing here :smiley:

You’re welcome! Thanks for the positive feedback.

I also want to thank you for this, I use BI all the time myself. Obviously from the picture I posted above it has more uses than “cartoony renders”, which a boatload of people think is all it can do :slight_smile:

haha nice. I would imagine it would come out a lot like you see in yafaRay and Cycles, but probably take a lot longer to render :wink: Too bad there’s no blend file there I’d be happy to render it.

You’re welcome!

It should be noted that this patch was constructed in the BEER thread, which was a thread to examine options for NPR rendering in BI. Specifically it was made for Valve’s ‘half-lambert’ shading model. The advantages were that it renders quickly and noiselessly while giving a sense of indirect lighting. The other solution was eventually the dynamic shading primitives.

Anyway, this is pretty cool. I like seeing development in BI.

That makes sense. And in fact I would not mind it being a part of the options as long as it was clearly labeled for what it is, “fake lightwrap” or some such name. Or at least be placed in a section for non-physical settings.

Thanks for clarification

I’m noticing that there are remnants of having a bake lightmap (RE_BAKE_LIGHT) option for bake_type. Do any of the Blender Veterans know why that was discontinued, removed or never finished? In fact it is defined as ‘0’ as in the first bake mode that was defined.

I can confirm, Indirect Lighting is there when I bake in FULL RENDER mode. Now trying to get ENV, INDIRECT, and LIGHT modes working (where LIGHT is everything except texures and just needs to be multiplied)

sorry double post

I made some tests.
Using more than 2 bounces gives a little more light in the scene, but definitely pumps render times too far. I compensate this introducing ambient occlusion at 0.01 in Additive mode.
The result looks really good, the only problem is that the test took 1:05 minutes while Cycles took about 6 seconds!!!

here are the tests:

A
http://www.pasteall.org/pic/show.php?id=60582

B
http://www.pasteall.org/pic/show.php?id=60583

and this is the modified blend with Cycles setup:
http://www.pasteall.org/blend/24541
be aware that for some reason lamp size in Cycles has to be half of BI lamp soft-size

Is now up to you to guess which render is Blender internal and which is Cycles! :eyebrowlift2:

Next step should be testing with a real scene. Curious about that…

Honestly this is awesome! Even though what I REALLT want is baking in Cycles, this is the next best thing! Thanks for working on this, and I hope it makes it to trunk. We desperately need a GI baking solution!

Thanks and you’re welcome! That is really what I wanted too! But this was the easiest for me to implement… I am pretty sure there is a good reason why they haven’t added baking to cycles yet. (because it would be a lot of work)

They are working on baking in Cycles for the two man team from the Valve initiative - but from what I read, it will still bake from the Cycles material to a shadeless blender internal material :smiley: So Blender Render will still be a part of the pipeline… and thank you for working on this, it will definitely improve the possibilities for artists.

Thank you lsscpp! This is really cool. I can’t tell the difference and I’ve been looking at these images for a long time! Thanks for the Blend file too, I couldn’t figure out how to get the specular in Cycles, was messing with a Glossy node, but it just gave straight reflections.

You’re welcome! Interesting… I wonder if this has to do with the fact I saw stuff about nodes and strands in the baking code for BI. Or are there some type of nodes for BI that I’m not aware of? I don’t really know what strands are either…

Looks like this patch is running into some of the same barriers that Brecht encountered before he decided to drop all work on BI and (after a short stint at Refractive software), develop Cycles.

This seems to confirm that BI’s raytracing code and shading architecture in general needs some major rework done if the old engine is to overcome one of its greatest weaknesses, and that is the fact that it initially wasn’t designed with raytracing in mind and thus is partly why you can easily slow it down to a crawl when new raytracing features are added and used.

So in other words, the speed issues may be related to the code architecture which may not be easily resolvable.

Uhm, isn’t the difference mostly because cycles is gpu enabled and BI isn’t? Because honestly, without an nvidea gpu cycles is just as slow if not slower than BI with aproximate lighting.

I think in that regard, the real problem is that BI is not gpu enabled instead of BI not handling raytracing well.