in real world, excepts only mirrors surface are sharps… a glossy reflection is blurred by the distance of the reflection rays (the more depth you go inside the reflection, the more blurry it is, you’ve got a more diffuse reflection)… you can call that glossy, blurry or diffuse reflection, it’s all the same 
VRay-like interior renders with mental ray???
Not really,
Glossy is the opposite of blurry.
http://dictionary.reference.com/search?q=glossy
Did you mean blurry reflections all this time ?
This is glossy reflection
[[img]http://img19.exs.cx/img19/4066/roomtestthgionshinny8su.jpg[/img]](http://www.imageshack.us)
This is blurry reflection
[[img]http://img220.exs.cx/img220/8027/roomtestthgionblurry6me.jpg[/img]](http://www.imageshack.us)
maybe it’s a problem of vocabulary (english isn’t my mother tongue), but I dont think you are right :
http://www.jozvex.com/tutorials/glossy.html
http://www.the123d.com/tutorial/general4/reflections2-1.shtml
(by the way, the dgs shader is really not the fastest to do blurry/glossy reflection 
I cant clearly see the point, I guess by glossy we all mean non-specular, non-perfect, non-mirror but diffunded and raytraced reflections. This implies blurriness of the reflected environment. Both of your pictures were glossy/blurry/whatever by this definition.
By your definition the first image’s reflections would be rather blurry (slightly blurred) and the second one rather glossy (satin like).
But lets not fall too much into semantics.
edit: Oh, and I guess we forgot the third one for the party: shininess. That’s actually the one to argue about.
ok, my bad.
It is semantics then.
I am confused becasue we sometimes say a car has glossy finnish when we refer to this->
http://www.glossycar.com/black.jpg
because dgs haven’t a sampler for glossy reflections
if u use maya shaders with blurry refraction/reflection u can control locally the blur sampling
by the way, i dont like too much the maya shaders in mental ray :hmm:
bah that sounds like a crap…well I aint maya user. I heard that MI reccomends to use dgs materials when it comes to GI…but as they dont have sampler setting…hmm.
Guess one needs to do reflections in another pass. thx!
maya 6.5 have per object sampling… but it doesnt work properly :sad:
yeah, pass is a way 
I always have this saying "maybe they’ll fix X in the next version, which usually they do, but then they add something that doesn’t work, then the next version that finally works and the cycle continues heh.
So maybe version 7 will have those features.
Huh? Why do you say it doesn’t work? It seems to work ok for me. I’ve attached an image of a single render. The left sphere has -2, -2 settings and the one on the right has 2, 2.
we hope 
and i hope mental image think to implement some different gi method… like bidirectional path tracing a la maxwell or just a progressive path tracing (new feature of vray)
yeah
but if u use (0, 2) maya take (0, 0) not properly (0, 2)
this is very problematic for the rendertimes 
edit 
because dgs haven’t a sampler for glossy reflections
if u use maya shaders with blurry refraction/reflection u can control locally the blur sampling
by the way, i dont like too much the maya shaders in mental ray
ahahah… you make me laugh.
first no one recommend to use dgs mats for gi.
second when it comes to mentalray there’re no more maya shaders… all maya shaders
are mentalray shaders… it is difficult to understand !!! 
in other words you’re wasting time and nothing else using dgs…
and advising their use you make the part of the fool.
/n
can u post a render (an interior render, to stay in topic
) with different materials
lambert, phong, blinn, dgs… etc
please pleaaase!
i want to see your test

this is my AIR-like render, without glossy/blurry reflections, caustics and gi shadows
3 min in my athlon 2500+

and this is my maxwellike attempt 

ciau 
mat
You did a nice jobbing matching your image with the Air render. Is this using mutliple diffuse bounces, or GI?