Okay, I have a few bits of understanding I would like to share with you:(Not to be patronizing, or course )
Okay, now everyone here, and all of the blender developers seem to think radiosity is acheived becase all objects emit light.
This is wrong.
If all objects emitted light, then even in the darkest place, you would be able to see every object, in crystal clear clarity.
But you can’t.
So, how radiosity works, to the best of my understanding, is that all objects REFLECT light, but most surfaces are diffuse(bumpy) enough, so that they only reflect colors, and only a short distance away. Mirrors and glass, on the other hand, are not diffuse, and so they reflect light clearly, and very far away.
Anyway, the reason I decided to post this, is that in the “distributed raytracing” thread, one person posted that "Diffuse refelctions would be a great way to fake radiosity. But since diffuse reflections are how radiosity actually works, it would actually be realistically simulating radiosity, and the current method would be the “faking” method.
Anyway, I’m sure some(or most) of you already know this, but I decided It needed to be said.
Edit: also, every shader imaginable could be created with just 3 variables:
Color, bumpiness, and transparency