Here we go… This is for a friends tech demo, just a simple scene with nice lightmaps, pixelshaders for water and normal maps and maybe reflections. Nothing too advanced, just nice to look at when done 
All images are rendered since I can’t be bothered to bake the lighting until I’m done. I can show some screenshots later if anyone is interested.
First test from early december:

Further down the line

Latest images:


And a craptastic 1.2Mb (divx) semi fly-around: http://www.urgaffel.com/ichian/bath001.avi
The lighting is the max radiosity engine, rendered with scanline. One direct light from straight above and a skylight is the only lighting in the scene. To get clean-ish solutions, set quality to ~60% and refine iterations to 10 or so. To get really clean solutions, 80%+ and at least 20 iterations will do the trick
And that’s it. Water is just a smoke procedural in the bump on a raytrace material, I think falloff reflections but not sure. Simple setup really…



will try to make it look better though) Uvs on domes are screwed up so they need to be fixed, floor needs a texture and then there’s some general tweaking of everything :D[/left]