Uploaded November 2012 | Updated September 2026, 7 hours ago
Inspired by the Femto-photography experiments at the MIT, I was thinking about reproducing this effect in Blender. I realized that it wouldn't be possible with a Ray Length node based shader alone, so I tried to replicate indirect light bounces by using a particle system shooting out a million of "photons" which are illuminating surface only when passing very close or hitting it. After that I combined all frames to produce a final image of global illumination. Think of it like animated Photon Mapping. I guess with this, I found the most cumbersome and inaccurate way to simulate indirect lighting, but it's fun to watch anyway.
kostackstudio.de
Tags:
femto-photography, femto, Femto-Photon Mapping, photography, global illumination, illumination, Photons, Photon mapping, indirect lighting, particles, virtual, lighting, light, cg, rendering, Blender (software), Subatomic Particle, Animation, Rendering (computer Graphics), Lights, Animated
Inspired by the Femto-photography experiments at the MIT, I was thinking about reproducing this effect in Blender. I realized that it wouldn't be possible with a Ray Length node based shader alone, so I tried to replicate indirect light bounces by using a particle system shooting out a million of "photons" which are illuminating surface only when passing very close or hitting it. After that I combined all frames to produce a final image of global illumination. Think of it like animated Photon Mapping. I guess with this, I found the most cumbersome and inaccurate way to simulate indirect lighting, but it's fun to watch anyway.
kostackstudio.de
Tags:
femto-photography, femto, Femto-Photon Mapping, photography, global illumination, illumination, Photons, Photon mapping, indirect lighting, particles, virtual, lighting, light, cg, rendering, Blender (software), Subatomic Particle, Animation, Rendering (computer Graphics), Lights, Animated










