Glass Lighting Scheme in 3D

I tried to simulate the glass lighting scheme in Blender 3D using a macro table - this is the result. A sheet of frosted translucent plastic is smoothly curved at a right angle. The objects being shot are located on it. The main 800 W light source is installed under the surface at the rear. It has a diffusion zone (similar to a soft box), 1.3 times wider than the substrate.
This creates both background lighting and outlining flares on the sides with a single lamp. Moderate fill lighting is also present.

Suggestions for improvement are accepted.

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