The main difference between my first and second project lies in the materials used. The Balloonman scene employed mostly matte, non-reflective surface, and lambert served best for all of them. And that also made the lighting much simpler as well. Basically, I didn't have to worry about having glare or unintended reflection.
This second project; a setting from Ratatouille, is a whole different story. Being a scene in the kitchen, there are lots and lots of shiny, gleaming objects. Starting from ceramic, aluminum, iron, copper up until old bronze. Each has different characteristic, and this requires detailed adjustment.
For most of metal objects, I use phong e. There is a big old boiler in the corner, and this one needs even more 'shiny-ness'; so I put reflection mapping (in the channel box editor, click on the checkered box right side of 'Reflection'). This works beautifully for the whole body. Note: ideal image for reflection mapping is scenery image, for instance beach with sand and blue sky.
Note for other materilas:
Matte-aluminum : phong e, reduce reflection and diffuse.
Glass : blinn, adjust reflectivity and transparency. Increase specular color for shiny bottles.
Problem: black spots appear on reflective surfaces.
Possible cause: corrupt lights. Apparently (according to CG talk forum) this is common problem with mental ray dealing with reflective surfaces.
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| Ninth trial - adjusting lights |





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