Indirect Lighting test

Yesterday i was playing around with the indirect lighting and environment lighting options in the renderer. Although the options are not that new anymore, and there have been many videos around, i never tried it before. So here is what i got after an afternoon, it can be tweaked much more but for a test it is enough 🙂

It is the same scene, same simulation (done in game engine then baked as f-curves, rescaled for timing). Scene has no light, only the emiting materials (emit 2.0) , and these are the scene world setting :

The factor level was boosted to 2, and a falloff effect added. The 2 first animations are the same renders, but with different color-corrections and glow values. As for the third one I slightly changed the balls, trying to use one material with a texture (with 2 values of colors) instead of 2 materials on different polygons (the middle glowy-emitting lines of polys and the rest of the ball).

You can download the .blend 3d scene here from It is creative commons license so you can of course use it as you want. I hope it can be helpful to some people.
The physics was done using the Game Engine physics, then recorded as f-curves using the Game->Record Animation option in the menus (when using Game Engine as render engine)


4 Responses to “Indirect Lighting test”

  1. 1 ibkanat June 16, 2010 at 9:21 pm

    nicely done

  2. 2 fsiddi June 16, 2010 at 9:31 pm

    Hey, that’s a very cool showcase. Thanks for sharing the blendfile! It’s nice to see the blog a bit back to life:)



  3. 3 maces June 17, 2010 at 2:32 pm


    nice video 🙂


  4. 4 Eagleshadow July 19, 2010 at 3:51 pm

    thanks for sharing the blendfile 🙂 Looks very cool

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