This is just a quick wireframe description of how I am using the spotlights to create a bouncing effect.
A: A wireframe view of a corner of the room. The flattened spotlights are blue.
B: I have highlighted in red a few spotlights because they inhabit spaces that are in the shadow of the large ball. I assume that these areas would not receive any light and therefore would not reflect any so I have disabled each of the lights selected in red.
C: This is the resulting render. The red wall bleeds onto the models and so does the green wall and even the purple floor. Of course all of the wall and floor and ceiling lights are meant merely to represent the bouncing of the bright light off to the right as it bounces around the room. It is essentially a light dome but in the shape of a cube.
Considering that you have switched off the lights on the red wall, the red on the sphere is even more misterious. Your experiments are invaluable in helping to find a way to fake that bouncing light. But we're not there, yet.
Join Date: 06.04.2006 Comments: 2615
In the wikipedia example of GI, you will notice very strong colors being bounced around the room. The strong color is okay becasue the red wall is so highly saturated. For me I think it comes in realizing just how tangible indirect light is and the fact that it is moving in all directions not just one. Just because a small portion of the wall is in shadow does not mean the remainder of the wall has nothing to say, this is where the red comes from. Moreover, the reason I placed the smaller spheres in the shadow was to show how taller objects catch light in shaded areas whereas the floor and wall appear black. This 3d nature of the shadows is very intersting to me and tells me that I am on the right track somehow.