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Example of usage AF Pseudo Reflect texture
as a reflection map in Standard material.
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For example take material with reflection map
SUNSET90.JPG (Spherical Environment Mapping)
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Enter on sub-texture level.
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Push the button with texture
type name.
From offered list of new textures
choose "AF Pseudo Reflect"
In appeared window
"Replace Map"
choose "Keep old map as
sub-map".
Now your texture became
as sub-texture of
"AF Pseudo Reflect".
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Very important moment:
So that "AF Pseudo Reflect" works correctly necessary so that
in sub-texture parameters is situated coordinates type "Texture",
mapping "Explicit Map Channel" and "Map Channel" corresponded to
parameter "Affect to UVW Map Channel" in "AF Pseudo Reflect" parameters
(default 1)
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Check it without fail,
so as 3D Studio MAX
automatically set in
reflection map
mapping type:
Spherical Environment.
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If everything has been done correctly
then the result would be seen
in Material Editor Preview Slot immediately.
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| Spherical Environment Mapping |
AF Pseudo Reflect Mapping |
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There is deserve to note that on spherical surfaces usage of standard
Spherical Environment Mapping is preferable.
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On the other hand, such, this material will be looked like on less curved surfaces.
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| Spherical Environment Mapping |
AF Pseudo Reflect Mapping |
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Now you can do more detailed "AF Pseudo Reflect" tuning,
but remember, that result depends on object geometry and view point.
That is why you shouldn't trust in that you see in Material Editor Preview Slot...
parameters description of AF Pseudo Reflect
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