Thank you Mauro! You may have found the problem. First, I did design everything to proper dimensions -- but in inches, not millimetres! You Europeans won't like this, but the fact is that sometimes the English system makes more sense than the French system. The first things that I had to draw were the wheels/tires. With a few exceptions (like the old 400-mm size, that my Citroen had, and works out to about 15.75-inches diameter) all tires are in inches. I chose 13-inches for the tires. I then had to decide to go with inches or centimetres, and I went with the former. What isn't much appreciated is that the crazy English system was based on Human Scale, and if you are designing something for people, it makes more sense. When I design an engine, it's always in millimetres. Now, to the problem of rendering. When I brought the model into Blender, it was Huge. I thought, okay, I'll just scale it down. I did 'Select All' and scaled it. Then I noticed that the camera was very hard to find because it got scaled down also! I thought that 'Select All' would mean only the model, not things like lights and camera. So I selected the camera and scaled it up. Things seemed okay at that stage so I went on to selecting colors, materials, etc. But you have me wondering. Maybe the rendering looks so bad because -- relative to what goes on with ray tracing -- I've reduced the model down to thumb-nail size! Now you guys haven't had the problem, but you started with the model and when you translated and brought it into Blender you probably didn't go through all that scaling nonsense. You see, you guys know what you are doing and I'm stumbling around in the dark. But now I at least have a theory as to why my rendering looks bad, and I can go back and see what I have to do to avoid scaling. But if this theory pans out, I have to wonder what sort of scale is "best". If the scale changes the look of the model, that is a question, and one that I never thought of. In reality, you have to change the scale by a huge factor before light behaves differently. But ray tracing is not reality. Okay, thanks to Mauro, I have things to try.
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