Simulated reflections

 
 
 

To simulate reflections, which can significantly reduce rendering time, you must use a texture as a reflection map. You apply the map to the Reflected color attribute of the object’s material to specify how the reflected environment looks on the object.

For more information on maps, see Texture mapping.

NoteReflectivity vs. reflected color

Reflectivity determines the degree to which a surface reflects its surroundings; reflected color (if raytracing is not used) determines what is reflected.

Environment textures

Environment textures simulate 3D spaces using a series of image files (Env Ball, Env Cube, Env Sphere) or using a computer graphic procedure (Env Chrome and Env Sky).

You can use them to create reflections.

You can simulate reflections using the following environment textures: Env Ball, Env Cube, and Env Sphere. To simulate reflections:

When used to map image planes, environment textures do not use the reflected direction; they use the camera view direction. This means, for example, that in an Env Sky texture, if you want to see the sun on the background, it must appear in the view in front of the camera. Use the Env Sky manipulator and rotate or scale it until the line representing the sun is pointing to the background (you can achieve the same result by changing the sun elevation and azimuth). (For more information on image planes, see Create, edit, or position an image plane.)

Note

Do not map an environment texture to a material’s Bump or Displacement parameter. The basic characteristics of environment mapping preclude accurate calculations when used for displacement mapping. An environment texture mapped to Bump produces unpredictable results; Maya ignores an environment texture mapped to Displacement. For more information on displacement mapping, see About surface relief.