Creating a Reflectivity Map

A reflectivity map is very similar to a transparency map, except that it defines where an object is and isn’t reflective rather than where it is and isn’t transparent. To create a reflectivity map on an object, you must connect a texture map to the object’s surface shader’s reflectivity input.

 

To create a reflectivity map

1. Select the object to which you want to apply a reflectivity map.

Make sure your object has a surface shader applied to it. If it doesn’t, you can quickly apply one from the Get > Material menu.

2. Choose Modify > Shader from the Render toolbar to open the surface shader’s property editor. Lock the property editor open by clicking the lock icon in its title bar.

3. From the Transparency/Reflection tab, click the connection icon to the right of the Reflection color sliders. From the menu, select a texture shader.

Once selected, the texture is connected to the reflectivity color parameter of the surface shader and the render region displays a reflection map on the selected object.

4. The texture shader’s property editor opens. Define a texture projection for it from the Texture tab. See Applying Texture Projections for more information on texture projections.

5. Close the texture’s property editor. From the Transparency/Reflection tab of the surface shader’s property editor, adjust the following options as necessary:

- Select the Use Alpha option to use only the texture’s alpha channel.

- Select Invert to invert the reflection map. This is useful when you are using a black-and-white image or an image’s alpha channel to control reflectivity, but you want the black areas to be reflective instead of the white areas.

- Use the Scale value to adjust the overall intensity of the reflections.



Autodesk Softimage v.7.5