Thanks for your input, Thomas. You have a good number of tips which I need to sit and think about and perhaps test. In the meanwhile, here’s my latest attempt with my own material which I think manages to replicate my trophy appearance (from a distance) accurately without being too picky. Render speed is also acceptable. Read more details below . . .
same image and scene specs as above, but with an extra shadowless sphere light for fill
51 sec render time
the soft shadow quality level 3 really shows badly inside the cup . . . a higher level is required
If you feel that the diffuse on this is too high, remember this is an older trophy from which the highly reflective chrome has been rubbed away leaving a less reflective surface and revealing the more plain metal colour. I have added hand-painted patina maps for the dirt buildup in the corners. I also added a slight warmth to the metal. This is the underlying brass starting to slightly show through the chrome, especially evident on glancing angles. This aged metal is part of my animation sequence theme which I’ll post as soon as I’m done.
Talking about done, my self-imposed deadline is running out and I’m running into overtime, so to speak. I’ll attribute that to the messiah learning curve :), fiddling with shaders, etc. I also introducing more complexity into my concept to achieve a stronger theme.
To reduce the brushed metal effect on glancing angles, I plugged fresnel into noise contrast and that did it nicely. Noise, by-the-way, is mapped cylindrically to achieve the brushed metal. This may be problematic during animation, but a post filter may likely solve any bumpmap shimmering.
One thing I notice on real metal is that soft reflections (reflection blur) tend to become softer the further the reflection ray has to travel. Nearly like soft shadows generated by messiah’s cool sphere lights. In other words, looking at the trophy, where the stem attaches to the cup, the sharper reflections would be at the attachment, while the softness would increase further up the side of the cup. The same would be true of the handle attached to the cup. Reflection blur most definitely falls away on glancing angles, making a blurred surface nearly perfectly reflective from a sharp angle (or shallow angle, depending how you see it).