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Old 06-28-2012, 10:25 PM   #1
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Ryan H
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Adding cubemaps to a model/texture for rendering?

I've googled this like crazy for the last two days, can't find the answer I'm looking for.

I want to model some low polygon cars where all the detail is in the textures. However, I want the render to show reflections for specific parts of the car. For instance the paint, lights and windows/rims would reflect a cubemap in the render, while other parts of the car would have less of a reflection or no reflection at all. I was thinking along the lines of some black/white map to allow this, but not sure that's how its done.

I don't want to have to paint the textures with anything but the natural curves of the car, so rendering some reflections would be very helpful.

Help is extremely appreciated. Have a good day!
 
Old 06-29-2012, 11:46 AM   #2
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The technicalities of this will depend on which render engine you are using, and which shader you are using. But the basic idea is that you will use a reflection map (your cube map) and a reflection mask, which will be a black and white bitmap.

If you use Mental Ray, and the Arch and Design material, you will place your cubemap in the Environment slot, and your mask in the Reflection Color slot. You can try this out on a teapot with a simple Checker map if you want just to see the effect.
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Old 06-29-2012, 12:35 PM   #3
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Too tired to try this now, but if this works, I love you. I was starting to lose hope. All my Google searches just end up with people talking about reflective materials, and nothing to do with the actual diffuse map having reflective parts.
 
Old 06-29-2012, 12:35 PM   #4
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