Using a Funky Shape with Funky Materials (an upcoming product of David and myself), I rendered this shape twice. Once with Obscure Glow (IBL Inside, TA) where the golden part was made to glow to get some light in the dark parts of the shape. Then, I rendered the scene using traditional IBL. The HDRI used was the specular convolved Anteroom. Both renders were saved as 48-bit TIFFs and multiplied with each other. The product was colour corrected with Color Correction SSE using a factor of 1.4. This HDRI with a dynamic range of over two Million to one was tone-mapped using the global Reinhart operator.