Hope this screen shot at least give you an idea. :P Back in Poser, assign your base material as normal... The diffuse slot takes a 2D texture map. In your Reflection_Color slot, assign a Sphere_Map node. This will give you Poser4 type reflections, not rayraced ones. For something as simple as a dress trim, it's not necessary that the material reflect the real environment. In the Color slot of that node, add a normal 2D reflection map of the type we used in P4. You may need to adjust the color of the Color slot as well. As you can (hopefully) see, I made mine a gold shade. The new thing is the Reflection_Value slot. Set this value to 1.0 and then assign your black and white mask image as a 2D Image Map node. What will happen is that White areas will be calculated as 1 (full reflective) and black areas will be calculated as 0 (non-reflective). You could also set the value to less than 1 or use greys in your mask to get slightly reflective areas. That's about it. Render. You do not need to raytrace. Masks like this can be used in a lot of ways. For instance you can not use reflections or shininess on transmapped items. Just link your transmap node to the Reflection Value or the Specular Value slots. Make pearlescent wings, whatever. Hope this is a tensy bit useful and maybe sparks your imaginations for other uses of masking images. I am a crappy artist, and I know a lot of you will come up with uses I never thought of. Phoenix