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Just thrown together full support for the "brilliance" keyword in radiosity.
This scene is illuminated by a yellowish classic circular area light
(with area_illumination) on the right, an emissive disc of matching
size, colour and brightness on the left, and a blue sky sphere.
All spheres (except the rightmost in the back row) use "diffuse albedo
1.0", with varying brilliance.
Front row, left to right: brilliance 0.5, 1, 2, 4, 8
Back row: brilliance 32, 64, 256; the rightmost sphere is a reflective
sphere (with an albedo 1.0 ultra-low roughness specular highlight) for
reference.
Note that what looks like blurred reflections in the high-brilliance
spheres is really just a static blurred projection of the environment
along the surface normal. It might be useful as a "poor man's blurred
reflection" nonetheless.
(It should also be noted that illuminating radiosity scenes with
comparatively small bright emissive objects is generally a bad idea, and
needs crazy high radiosity count settings; in this scene, I used "count
100000,1000000".)
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