Apply reflection to a shader
 
 
 

Map a texture directly to a BLINN or PHONG shader’s Reflection parameter to simulate reflections during raycasting or raytracing.

To reflection map a shader

Normally the renderer only calculates reflections during raytracing. However, you can map a texture directly to a BLINN or PHONG shader’s Reflection parameter to simulate reflections during raycasting or raytracing. For example, you can use an environment texture as a reflection map to simulate environmental reflections. Another use of reflection maps is to produce identical reflections on several surfaces. Although you can use any texture as a reflection map, environment textures give the best results.

Note

By default, reflection mapping only works during raycasting. To use reflection maps during raytracing, set the shader’s Use Refl. Map parameter ON (see Use Refl. Map in Render > Multi-lister).

Tip

You can also simulate reflections on a LAMBERT shader by mapping an image file or texture to the shader’s Color or Incandescence parameter.

  1. Double-click the shader swatch in the Multi-lister to open the Control Window.
  2. Click the Map button (to the right of the Reflection parameter) to open the Texture Procedures window.
  3. In the Texture Procedures window, click the button of the texture you want to use.

    The texture swatch appears in the Multi-lister, and the texture appears on the shader swatch.

  4. If you want to use the reflection map during raytracing, set the shader’s Use Refl. Map parameter ON (see Use Refl. Map in Render > Multi-lister).