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# 2 17-07-2005 , 09:35 PM
alienscience's Avatar
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Join Date: Nov 2004
Location: In the middle of nowhere in VA
Posts: 749
Ok, I feel like an idiot. A stupid lazy dumb idiot.

I was running through the help files again after I posted and found all this.
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Reflection
Use the Reflectivity attribute to give the surface the appearance of reflecting its surroundings. By mapping an image, texture, or environment map to the Reflected Color you can create "fake" reflections. The Reflectivity attribute decides how reflective the shader actually is. The smaller the Reflectivity value, the less reflective the shader is.


Note

Because reflection is not dependent on UV coordinates, in most cases, procedural textures mapped to a reflection attribute cannot be converted precisely to 2D textures. Instead of mapping procedural textures, use file textures or a constant Reflected Color. You could also manually convert the procedural texture into a file texture and modify it in a 2D paint application. For information on how procedural textures are converted, see Texture mapping.
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I understand some of it, but the note part just blows me away. Anyone know how to put that into leyman's terms?


PS. Also, so the reflection map is technically not interactive with the surrondings, like say a shader would be. All it is is an picture that simulates it? Just would like to know.


Last edited by alienscience; 17-07-2005 at 09:39 PM.