– If you only want to see the final result, press the red stop octagon and click "r". – If you want to render it, click the green flag and enter the number of samples and the resolution divisor, and let it render! (Turbo mode if you want) – At the end, press the spacebar to hide the Evaluation Time variable to see the final result. "What rendering engine do you use?" "Oh yes, I use Scratch."
This is a global illumination BRDF path tracer, for diffuse materials. It is essentially the equivalent of the diffuse shader in Cycles Render. I planned it out in Desmos (link below) and Blender, and specularity made a very very miniscule change in the material, so I decided to just replicate physically accurate diffuse, instead of the entire non-metallic Principled BRDF component. And... wow! Look at the result! You can see the sharp opening of orange light soften as is bleeds accross onto the wall. You can see the side of the wall, lit by the other side of the wall! The preview image is the result rendered at 960x720p resolution, with 128 samples, ran through the OpenAI Intel Denoiser with an albedo and normal pass I rendered. Planning for the walls in Desmos: https://www.desmos.com/calculator/utigorzrdl Planning for a faster filmic colorspace: https://www.desmos.com/calculator/pueu3bwx5x #Ray #Madness #RayMadness And planning to do a 960x720p resolution render at 1024 samples overnight! (I calculated how many samples I would need for it to finish right before I wake up)