Blender 2.49 has a ‘radioactive’ button opening up a hard to figure bunch of buttons related to radiosity. However these buttons can be pretty useful if you’re looking to add realistic illumination to a scene and like to work with vertex paint. This option isn’t available in later versions of Blender, so it’s a bit of a vintage approach – however you can import the output in a later version of blender.
Radiosity – unlike classic computer light that cannot ‘turn around walls’ radiosity methods let light bounce over and over; it generates soft shadows and is good at indirect illumination.
Baking – The 2.49 radiosity method works with faces, not pixels; it outputs the result as a vertex painted mesh. This is original and defines the unique strengths and weaknesses of the illumination model. The input is the currently selected meshes; the output is a mesh. As part of baking the mesh may be subdivided according to your parameters (see below)
Workflow:
- Add meshes to represent light sources. Yes, with radiosity only meshes can emit and receive light. Standard light sources do not illuminate your scene/selection.
- Adjust ambient and emit material properties. Every mesh that has emit>0 becomes a light emitter; every mesh that has ambient>0 can be a secondary source.
- Select a few meshes, including some meshes you want to render light on, and some meshes to be used as light sources (a typical case consists in selecting all meshes in your scene).
- Press ‘Collect meshes‘ to enter ‘radiosity baking mode’
- Press Go, then wait for the process to complete or press ESC if the result already looks good (rendering/baking is interactive). You can also limit the number of iterations automatically by selecting Max Iterations > 0. (At each iteration, the biggest ‘light patch’ transmits energy to the scene, so don’t be afraid of a large number of iterations).
- Press either Replace Meshes or Add new meshes. The first will delete the original meshes and replace with just one mesh containing the resulting vertex paint; the second will keep the original mesh data in case you still need it.
- Press ‘Free Radio Data‘ to exit baking.
- Press SHIFT + Z to activate lighting preview (or render the scene). By default the new mesh uses vertex paint as vcol_light, meaning the result can be rendered without a light source present.
Problems and solutions
- Shadows are not detailed enough
- reduce ‘ElMin’ – an element is a face that receives light, smaller means smaller faces
- try reducing PaMin – a patch is a face that emits/bounces light, smaller means more precise sourcing of the light.
- increase MaxEl – the number of elements is limited by MaxEl regardless of ElMin/ElMax
- Too slow - increase ElMax and PaMax, decrease MaxEl, decrease Hemires.
- Too dark/bright, too much/too little contrast - change Mult and Gamma; this is interactive, after you pressed Go and completed the bake. The advantage is that at this stage the color model still contains a lot more information than just RGB values, so there is no quality loss.
- Don’t want the algorithm to modify your mesh geometry? Change MaxEl: to 1. If you do so you and still want a good result, prepare subdivided geometry yourself.
- It can be useful to do a pre-render with MaxEl set high, then you subdivide your meshes knowing ‘light transition areas’ in advance. If your scene isn’t too complex or keeping the face count low is important, this may be a good compromise.
- I see a kind of rash/noise.
- Select ‘Gour’(aud) shading to find out. Wire/Solid/Gour are just visualization modes for radiosity baking.
- Increase ElMin. But this will reduce precision
- Decrease MaxEl (again, reduces precision)
- Decrease PaMax and PaMin (increases rendering time and precision)
- Increase Hemires to something high (e.g. maximum) This reduces artefacts without reducing precision. (When each patch of light is rendered an image of the scene is rendered to decide how the patch illuminates your scene, HemiRes is the resolution of that image). Of course higher Hemires renders a little slower.
- Use FaceFilter and ElementFilter after rendering. This tends to blur shadows and you can apply it over and over (FaceFilter causes more blurring. Hitting ElementFilter once feels like a good thing to do).
- Clear artifacts selectively later, using vertex paint (blur mode)
When/Why use it?
There are several alternatives (e.g. Yafaray and Blender Cycles) so maybe this is a bit out of date, however there are cases where this might be just what you need:
- On current hardware it runs fast, and benefits post-render intensity and gamma tuning
- I haven’t seen any other method that lets you look at and rotate around a nearly WYSIWYG presentation of your scene’s illumination in real time.
- The resulting, pre-rendered meshes will render super fast, which may help completing a complex animation (minimally, you might want to add mirror reflections and specular components).
- The result can be edited using vertex paint (and vertex paint can be converted to texture paint afaik).
So even though it’s a bit quirky it generates data that’s forward compatible and is really good at what it does, being at once interactive, fast and flexible.
Find detailed docs here (official B2.49 manual), including an introduction to radiosity and a detailed explanation of every available knob and button.
Today’s link: 25 useful Blender tricks (from blenderguru.com)



By the calendar, I fixed many obvious bugs in my game engine up to the 1st of March. Since last week, and for hopefully no more than another dozen days, I’ll only be working on game assets.
