Kzin wrote:
that looks great!
could you discribe point for point your wokrflow here.
i tryed this some weeks ago and i could not replicate this lighting with vertex color only on all object, so a short list of the steps would be great.

Hi Kzin,
well it's not only workflow, there are few modifications of sl files.
First of all, the same could be done with point-based method. For point-based reflection, Ciaran already posted the mod of mia_material.sl, somewhere on 3Delight forums. Thread named "3DFS 3.0.15 is available for download" or like. But I have no patience to tweak the point-based stuff, just because avoiding the artifacts. So here is that "probe-ray in color" method.
Second, hair is still lighted solely by classic lighting, seems to be most elegant way.
Anyway,
here is modification of mia_material.sl, I've used here. So it have:
1: Mentioned modification for point-based method (didn't used it, here). With enabled point-based GI, and "highlight only" mode in MIA ppg, it's possible to tweak the angle (glossiness) of point-based reflection.
2: If "SurfaceColor3Delight" hit mode is enabled, and objects have a vertex color property with exactly the same name, this vertex color is traced, instead of full shader. This is what I've used, here.
3: Drawback: it doesn't trace the "pure" glossy refraction anymore, for now I don't know how to enable both...
4: Drawback: probably doesn't works correctly in "single environment sample" mode
5: Drawback: in case of zero glossiness, it switches to 'safe mode of 4 samples" - this is 3delight default
I've used it with 3Delight 3.13, should work nicely with earlier versions too. For newer versions, I don't know.
Of course, someone could use it
only on own risk. Make backup of original, first.Basic workflow for this one (again, very personal preference, maybe I'll change this next time):
1: make a light rig that roughly covers the entire sphere
2: render-map it into environment map, through spherically mapped sphere, paint some details on env map.
3: bake classic lights into SurfaceColor3Delight CAV.
4: beauty render, still using the rig of classic lights, GI only for bounces from baked CAV, reflection both from environment map and baked CAV.
