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.
NoteBy
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 ).
TipYou
can also simulate reflections on a LAMBERT shader
by mapping an image file or texture to the shader’s Color or Incandescence parameter.
- Double-click the shader swatch in the Multi-lister to
open the Control Window.
- Click the Map button
(to the right of the Reflection parameter) to open
the Texture Procedures window.
- 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.
- 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 ).