make sure you have raytracing turned on in the render globals. Also make sure reflections are turned on in your material (i reccomend a blinn). if you want to ad fresnel effect you can fake this by mapping the reflectivity with a ramp shader that varies slightly (from black to very dark gray) so that it's more reflective when you're looking at it edgewise. you'll have to play around with the options a lot to get it just right. for a good example to deconstruct look on highend3d shaders for "silver shader". have a nice day ben