druitre wrote:
You explain how you did that - but could you please explain it again, in a more detailed manner? It looks very interesting but I dont understand how it works, at all. And kH2 Emit Photons compound - is that a public one? Or something you made just for this test? In my kH2 pack, there is no such compound.
Well it's not public compound. Not because of some rocket science behind it, more because it's much more a toy, instead some robust rendering solution. Basically, it creates particles (grid type) on some surface (this is a 'light source'), perform raycast along normals of emitter, moves the particles to 'hit point' on another geometry, aligns particles on normals and push them slightly. In next iteration it emits clones and perform the same procedure, but this time direction is slightly random. And so on.. Particles have a constant material, with exponential falloff along traveling length.
I think there is a tutorial by Pooby, that describes pretty much the same technique.
In latest 3dl versions, it won't work in the same way - in these times, point-based color bleeding in 3dl was only 'front side', now is 'both sides'. Now, you'll see bright spots on geometry, where particle is. It also intruduced a tons of other problems: too much gathering in the corners, problems with details, problems with moving geometry (as it had not enough points for uniform emission), problems with this and that. Then, solutions, and solutions for problems caused by solutions
However, I think 3dlight team lead talked about implementing the 'mixed' GI solution, photons (instead my particle toys) and point-based color bleeding at the end.
So, I think you have a two options:
1. bother 3dl team to implement photons + point based color bleeding.
2. join the Vray beta list, in the meantime.
cheers