Hi guys, good to hear from you

First, about the "low specularity/dark reflections" on glossy shader...
I changed the way the shader works (just a tweak) but that means that you need to use higher exponents (and probablly higher reflection too), to achive the same effect as with 0.1.1.
Now, rough glass, yes is dark and incomplete and lacks caustics and transparent shadow don't work as they should.
As i showed you in a previous post i have improved it quite a bit but is only on my local copy of the code by now, is slower than the one on svn though but i want it working as it should first before doing optimizations.
About the fresnel on glossy reflections i have a version of it and also oren-nayar diffuse shader for glossy materials (again only on my box)
I'll release this features as soon as we (dev team) agree on them...
Is good to know you are still testing and haven't run into big problems

I'll release soon a win32 version of the latest "fur/static particles" feature subcomandante developed.
and pepi74 is not top secret is simply very difficult to do it without some good amount of experience building complex projects on windows, i can't release a guide 'cos that means i have to create a good build system (not the half manual system i use for my builds) and preferably gather all the required libs so ppl with low experience can build yafaray themselves, thing is, i simply don't have the head or the time for that right now (and mostly i rather build it my self, than put the few hours i have to work on yafaray on a build system that most ppl won't use), fortunately boiko has some time now and he is creating a new build system based on cmake which, hopefully that will allow us more automated builds with better lib detection, maybe even nightly unattended builds of svn, all of that is on the making but we have short time and low human resources on the binary distribution front, so be patient.
Best regards...
DarkTide
Just Vampires Playing To Be Mortals...
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