Usually shiny objects are also reflective, so if we add reflections to the flat hubcap surface,
the render would look more convincing. As with the Pool Ball exercise earlier in the
chapter, you can fake the reflections for a very convincing result, especially when you do
not have a full CG environment built for the rocket that would allow true raytraced reflections
(for more on raytracing, see Chapter 11).
To assign a reflection map to the wheel, follow along.
1. In the Material Editor, select the Wheel Bolt material. In the Maps rollout, click None
(to the right of Reflections). Choose Bitmap from the Material/Map browser, navigate
to the SceneAssets\Images folder in the Red Rocket project, and select the rocket
Rocket_Refmap_Blur.jpg image file. If you don??™t see this map, make sure the Files of
Type field is set to JPG.
2. Render a frame of the wheel bolt. Now the wheel??™s bolt will look like a perfect mirror,
because the reflection amount is being used at 100 percent.
3. In the Material Editor, navigate up a level to the Maps rollout and change the Reflection
Amount to 30.
4. Repeat the preceding steps for the other two wheel materials. Figure 7.74 shows the
wheel rendered with the mapped reflection.
Pages:
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432