The rounded corners of the front are a more reflective surface without a brushed texture. Like you said though, my fresnel reflection IOR is a bit too high in the V-ray settings as it’s picking up too much glare from the front area light. I need to adjust the area light to change the angle of incidence and thus angle of reflectance to hide the glare. The other main source of illumination is a small spot just above and in front of the product.
This is a link to a real photo of the product. You can see the differences in materials between the corners and face plate…
Regarding the V-ray posts, I think you are seeing more because Andrey Izrantsev’s excellent export script is including more and more features as it has advanced through its beta stages. V-ray is also relatively affordable in terms of a commercial rendering engine. To keep costs down where I work, it made sense to implement a hybrid pipeline using a powerful open source mesh modeler and an extremely efficient, biased rendering engine. I’m also a big fan of LuxRender and Yaf(a)ray, however I’m waiting for more speed and further development (SSS) out of them before I’m ready to implement them into our production pipeline. The thing I like most about LuxRender and Yaf(a)ray is their ease of use for setting up materials.