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.
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.
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.