A story about the insert lighting...:
I have used (yet) another way of lighting the inserts on this WIP. In this post I will tell you how I did this. This is the result of the procedure below (animated gif):

What's new to this lighting is that there are two images involved:
1. the playfield image which has the "insert light on" image embedded in it; the normal vpx light is put on top of this
2. a primitive flat surface 0.1 units above the playfield with the "insert light off" texture with a 60% opacity
Now, if the insert VPX light is off, you will only see the texture on the primitive flat surface (60% opacity is opaque enough to hide the playfield underneath it). If the light is on, it is bright enough to shine through the 60% opaque primitve surface.
How I made this:
First I modelled the insert in Blender. The basic insert is modelled with correct geometry. With some modifiers in Blender it is made somewhat smoother and around the insert I put a box which simulates the insert being embedded in the playfield. With a correct material the final texture can be rendered with environment HDR lighting as the only light available:

When rendered, this is the lights off texture.
The same insert but then rendered with a HDR light underneath and without the enclosure generates the "lights on" texture:

The lights on texture combined in photoshop with the lights off texture is the final "lights on" texture to be used (right), a brightened version of the lights off texture is the final "lights off" texture (left):

In photoshop I then create the two texture mentioned before:
1. The playfield (lower part of the image)
2. the texture for the 60% opacity 0.1 unit above the playfield primitive (upper part of the image)

In the animated gif you can see full animation of the light, there are no steps like in VP9. Only two images are involved and one VPX light. I made this with Blender but I see no reason why you can not replicate this in real life, by making a photo of an actual insert, once without the insert lit up, once with the insert light on. It would require the exact same camera point of view and no over blown colors/noise/etc. If somebody wants to try this, I am happy to help get it running so send me then two photos of the same insert (one off, one light on).
And an update on modelling and rendering:
I reduced the render time to about an hour for this image with an increase in quality:

I used a variant of this technique:
http://www.ngon-para...les-noise-paper
This means: instead of rendering one image with 1000 samples, I rendered 10 images of the same camera view with 100 samples. These 10 images have all different noise patterns, and when combining these 10 you get better quality than with one render. I do use the denoising feature of Blender, but with reduced settings (radius: 5, feature strength and strength at 0.2).
I also reworked the hair of the genie, it bothered me that it was not the same as the real one. Together with some other new prims:


Edited by flupper1, 27 October 2018 - 01:12 PM.