Radiosity Quickstart
Let's assume you have a scene ready. The
first thing to grasp when doing Radiosity is that no Lamps are
necessary, but some meshes with Emit material property
greater than zero are, since these will be the light sources.
You can build the test scene shown in , it is
rather easy, just make a big cube, the room, give different materials to the side walls, add a
cube and a stretched cube within and add a plane with an non-zero Emit value next to the roof,
to simulate the area light.
Please note that the light emission is governed by the direction
of the normals, of a mesh, so the light emitting plane should
have a downward pointing normal.
Switch to the Radiosity Buttons
. The Button window is shown in (Figure 2 in the Section called The Interface).
Select all meshes (AKEY and
press the button Collect Meshes)
Now the selected Meshes are converted
into the primitives needed for the Radiosity calculation. Blender
now has entered the Radiosity mode, and other editing functions are
blocked until the button "Free Data" has been pressed.
Press the button Gourad as opposed
to Solid to have smooth shading. Press
the GO Button.
First you will see a series of initialisation
steps (at a PIV, it takes a blink), and then the actual
radiosity solution is calculated. The cursor counter displays the
current step number.
Theoretically, this process can continue for
hours, as photons are shot and bounced. Luckly we are not very
interested in the
correctness of the solution, instead most environments display a
satisfying result within a few minutes.
Blender shows the resulting solution as it progresses. When you are
satisfied, to stop the solving process, press ESC.
Now the Gouraud shaded faces display the energy as
vertex colors. You can clearly see the 'color bleeding' in the
walls, the influence of a colored object near a neutral light-grey
surface. In this phase you can do some postprocess editing to
reduce the number of faces or filter the colors. These are described
in detail in the next section.
To leave the Radiosity mode and
save the results press "Replace Meshes" and "Free Radio Data". Now
we have a new Mesh Object with vertex colors. There's also a new
Material added with the right properties to render it (Press F5 or
F12).
Beware, this is a one-way only process. Your original objects are lost...
It's better to have saved a copy of your work.