Graphics Programs Reference
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cheap, quick way of approximating the look
of a reflective surface.
f.
Under Reflection Map, choose (load
image ) and select Images\_Reflec-
tion_Image_TA.iff .
Render away!
Figure 4-36: Somewhat less than excellent, huh?
We've got to go into the Basic settings and tone
some things down. (Subtlety.)
g. Items that r eflect light cleanly do not
generally also scatter it as well. So,
knock the Diffuse down to 30% .
h. I've found that even the most reflective
of real-world things don't reflect as well
as LightWave's 100% Reflection set-
ting calculates. Change the Reflection
setting to 55% .
Render again.
Figure 4-35
e. Under the Environment tab, select
Ray Tracing + Spherical Map from
the Reflection Options pop-up menu.
The options under Reflection Options are:
Backdrop Only “fakes” reflections by
making only the backdrop appear to
“reflect” from the surface.
Ray Tracing + Backdrop adds “true”
reflections to this (when you have Ray
Trace Reflection active under the Render
Options).
Spherical Map “fakes” reflections
using only the image used as the reflection
map .
Ray Tracing + Spherical Map adds
“true” reflections to whatever image you
are using as a reflection map. (If you have
no reflection map image specified, this is
just ray tracing over black.)
Figure 4-37: It looks a lot more like the chrome
sphere is sitting in among the other objects now.
Even though we can't really see the things the
sphere is reflecting, we've been trained to think of
chrome looking something like this.
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