I resolved. I applied the command Edit -> Segments -> Switch Direction (W, 2 in Edit Mode) to the Cup curves. I guess that the previous direction caused normals to be oriented toward inner side of Cup shape.
Thanks, let me find the *.blend file and I will post it here asap.
P.S. Sorry for the spelling errors in the previous message, but I was writing it with an iPod Touch that has a really bad automatic word correction software (it assumes that I am writing in Italian and there is no way to disable it).
It is the best result I have been able to achieve… it is not so bad, but the cup surface loose a lot of diffuse light because of the scatering effect. I would like it to be more “white” and of course it should keep the “wet” effect that real ceramic has.
Check the render and .blend to see if this is close to what you’re going for … take a look at the material settings and lighting setup, and tweak as desired. I tried setting it up first in your file, but it seemed to have some render artifacts … so I can’t guarantee that it’ll look the same on your model. Anyway, I hope it helps.
The diffuse light of the SSS surface seems to absorb a lot of light. So I managed to get a better result with my scene setup and your SSS setting, using a low energy Hemi, a key Spot light and using Ambient Occlusion for rendering.
This way, the amount of light in the scene is a lot more, then the simple Ray Tracing. Thanks a lot for your help.