1. Break Disc no MR Approximation using ward shaders for highlights
2. Warpped highlight because of the approximation(need to fix)
3. First test at rendering the wheel with FG and Physical Light on Cyclorama
4. Seconde attempt at lighting the wheel with FG and Physical Lights on Cyclorama
5. Testing Chrome of headlights and Patterins of the glass.
1. Testing Final gather of Key Light in a completely diffuse environment on Cyclorama
2. Testing Final gather of Fill Light in a completely diffuse environment on Cyclorama
3. Testing Final gather of all lights in scene including Reflector acting as a SoftBox in a completely diffuse environment on Cyclorama
4+5 Frist Render of car on Cyclorama with studio lighting. Used FG and Physical Light, the lights were pointlight acting as MR Area Lights. There was a piece of geometery on top of the car reflecting light simulating a Soft Box.
6. Revised Studio Lighting Render added directional light to fill in the shadows of the flood lights.