It's so easy:
There are several ways to create reflective surfaces in 3DS Max:
If you want a flat mirror ,open the mat. editor choose a slot click the box next to the diffuse swatch(mat. type is standard,mat. shading: blinn is good)
a window will appear(mat. map browser)
there's a material in the list called "flat mirror".select it and click ok.in the flat mirror properties don't forget to check "apply faces with ID".
then drag and drop the mat to the object(for example a thin box as a mirror)you want and every thing is OK.
If you want a surface like a polished flat marble you have to apply the material to the reflection map(below the maps rollout)
You can also use raytrayced material (mat. type)that brings you much more extended abilities in simulating real reflect and refractions.(more help on 3DS online help)
You can also have raytrace material in reflect/refract map of a standard mateial.
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by: bgillbanksPosted on 2000-11-03 at 05:48:01ID: 5074947
You need to create an objhect that will be your mirror. Then you need to create a reflective material that will do all of the hard work. I'm assuming you know roughly how to do materials so i shall explain roughly.
Pick an empty slot (a ball without a texture), then go down the material maps to where there are a series of maps that can be used for bump, diffuse, specular maps etc etc.
Click on the button next to the reflection map and it will bring up a menu. If you are making a flat mirror then select flat mirror. If you are making a rounded mirror (e.g. a ball) then select raytrace. You can select raytrace for both types of mirror and the results will be perfect, but it takes far longer to render the raytrace material than the flat mirror one.
After you have done this there are an awful lot of numbers and things to play around with, but try assigning that material to your mirror object and see how that works. Look up raytrace, and flat mirror in the help and it will explain all the little functions, in far greater depth than I can.