A simple way for blender to simulate global illumination

Source: Internet
Author: User

Https://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Faked_Gi_with_Blender_internal
Simulating global illumination
The simplest way is to create a very large sphere around our body and place a sun at each vertex of the sphere, pointing inward.
Object mode:
[Shift + A], create a new angular sphere icosphere magnified 10 times times;
[Z], the frame line is displayed, in the middle of the new plank, and need to observe the object, such as the monkey;
[G], move the camera to the inside of the angular sphere, and align the Hedgehog on the board;
In edit mode:
[A], all vertices are selected,
[W], select Invert normals, which are all vertex normals toward the inside of the sphere;
[N], under the Properties panel, check the display normals to see the normal direction.
Object mode:
[Shift + A], new lights, Sun Sun; Attribute area: {Light Data} tab, Sun {Power Energy} properly adjusted bottom, e.g. 0.3;
First select Sun Sun, then select the angular ball,
[Ctrl + P], set the angular sphere as the parent of the sun;
Select the angular sphere,
The Object tab of the property area, scroll to the bottom, find {copy duplication}, click {vertex verts}, tick {rotate rotation};
(Copy the Sun light source to each vertex, that is, how many vertices the angular sphere has, there will be how many sun light source, and the direction is angular ball vertex normal direction;
If you want more light on a side or corner, you only need to edit the angular sphere, and the selected person's surface area [W] to subdivide the surface.)
[F12], rendering viewing effect, if too bright or dark, adjust the sun intensity.

Can't find the sun? In the outline, the sun's line is gone ... "because the sun's parent is set!"
To set the intensity of the sun, simply find the angular ball icosphere in the outline and click on the {bulb} on the back.
Then the attribute area {Sun data} tab modifies the sun {energy energies};
[F12], re-render ...

A simple way for blender to simulate global illumination

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