Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 09 4:28 pm)
Here's the material settings used to render the sphere using the Max reflection map.
material Preview
{
KdColor 0.184314 0.184314 0.184314 1
KaColor 0 0 0 1
KsColor 1 1 1 1
TextureColor 1 1 1 1
NsExponent 1.96117
tMin 0
tMax 0
tExpo 0.6
bumpStrength 1
ksIgnoreTexture 0
reflectThruLights 0
reflectThruKd 0
textureMap NO_MAP
bumpMap NO_MAP
reflectionMap "C:3dsmax4MapsReflectionLAKE3.jpg"
0 0
transparencyMap NO_MAP
ReflectionColor 1 1 1 1
reflectionStrength 0.753968
}
Attached Link: http://www.confluence.org
Oh, yeah, almost forgot: All the landscapes except the one from Max came from www.confluence.org, a project to take a picture of every latitude/longitude crosspoint on Earth an are used in accordance with Fair Use for educational purposes. The originals are not so tiny or jpeg compressed -- that was done deliberately to protect the site's traffic draw. It's a cool site if you like travel and want to see pictures from around the world that may not be the standard 'picturesque' scenes that the tour guides and postcards will give you. If you want to see the images used in all their glory, you're gonna have to grace the site with some traffic. B^)In all likelihood, _dodger, the trolley is by cal (Wayne Grindberg); it can be downloaded at Lannie's 3D Model World.
cainbrogan: if you're using P5 it wouldn't look anywhere similar anyway. The object (diffuse) colour is dark grey The highlight (specular) colour is White The ambient colours is black The Reflection colour is White The highlight (specular) strength is about 97% the reflection strength is 75% LD: thanks
sue and jc: no worries. B^) lululee: The map size makes a difference sometimes. For a rough estimate (and this is a rough estimate, not guaranteed by any means) I generally make my maps about 1 1/2 times as big as I intend to make the largest chunk of reflecty chrome appear in the render, though the more curvaceous or detailed it is, the smaller you can get away with. Does that make sense? If you were going to use a cube made to have a chrome-effect that took up a roughly 50x50 pixel part of the screen (ignoring if anyting cuts in front of it), you'd want to have a reflection map at least 75x75 pixels -- ish. A sphere you could get away with less, and my life force detector you could get away with even less. If you applied a bumpmap, you could get away with tiny. To explain this in the most sensible terms, you reflection is giong to show a distorted and warped view of the map itself on its surface. You don't want to have any jaggies or jpeg compression artifacts in that reflection, but tha'ts it. Beyond that, intense details aren't necessary. Notice the Aussie outback one with the tree. That one was used at about twice the size shown here and with a 0% jpeg quality (thus the maximum compression).
Nice post _dodger. I read your other quick-tut about this where you just explained everything. Doing it this way really shows how different things can look. Personally, I like the 'dungeon' reflection map that you've used in a ton of your images. Seems like that can work for alot of different scenes.
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![file_43898.jpg](https://live.cdn.renderosity.com/forum/_legacy/file_43898.jpg)
Hey all, I'm posting this as a little demonstration of the difference made by different reflection maps. Each of the posts in this will include a small thumbnail of the reflection map used, plus a render of a chrome sphere, a shopping trolley, and my Life Force Detector prop. The materials used for the chrome parts are dark grey diffure (object) colours, white specularity (highlight) colours, and white reflection colours. The chrome parts have both 'Multiplies' not ticked, and the reflection strength set around 60-80%. The highlight size in all metals is above 90% and below 100%. The only thing that changes between these images is the reflection map used, so that you can get an idea of how a different setting would use a different reflection map. An ***IMPORTANT*** thing to note: all the everything in these images has the *same* reflection map applied. ***Never ever ever*** apply different reflection maps to different materials unless you want your scene to scream fake. Even if you use a 'smeary grey' reflection map (which I recommend strongly against), if you do, use the same one for EVERYTHING with a reflection, be it chrome, steel, gold, glass, shiny plastic, or someone's EyeBalls. The reflection maps in this may seem tiny, but if you trim them out they will actually work for reflection maps on all but very close-up work despite the thumbnail size. They won't, however, work as backgrounds because they are far too small. Our first example is a picture taken in Antarctica by a research team there. This would work for many wintry landscapes, but of course the Arctic and Antarctic, the US Great Plains or Russian Steppes, or any plains like the Aussie Nullarbor during the Ice Age, and Hoth are your best uses.