Figure 7.42
The ball with the mapped image
Figure 7.41
The Material/Map Navigator window displays
your materials in an outline format.
320 ?– chapter 7: Materials and Mapping
Adding a Finishing Touch??”Reflection Mapping
With the image applied, the pool ball looks pretty good at this point (Figure 7.42)??”but
it??™s not perfect. The small nuances are what really make a render look good. One thing this
pool ball is missing is a reflection of its environment. Now, short of creating and texturing
a pool table and several other pool balls, we need to make a cheat.
There are two ways to create reflections: the ???faking it??? method (using mapping) and
the raytrace method. Both methods require us to go to the Maps rollout in the Material
Editor. We are going to use the cheat and add a bitmap into the Reflections Map slot. We
are going to use the ???faking it??? method.
To fake the reflection, you??™ll need an image that looks like the ???room??? around the
ball. We are going to use a photograph taken for this occasion and saved as the image file
ReflectionMap.tif in the SceneAssets\Images folder of the Pool Ball project on the companion
CD (Figure 7.43).
Figure 7.43
The reflection map
used to ???cheat??? the
reflections on the
pool ball
Raytrace is a rendering methodology that traces rays between all the lights in the scene with
all the objects and the camera.
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