Raytracing, of Course

This applies to both ray mirror and ray transparency, found on the Mirror Transp tab. Ray-based transparency produces perfect reflections and is necessary only for true mirrors. It can be faked almost everywhere else. Allow me to introduce you to the FakeRef texture. It’s not an actual texture type, but I use it so frequently that I gave it its own name. Figure 13.3 shows the texture buttons, with a Blend texture selected and the colorband set. The colorband is the key. This colorband, when mapped to an object’s Refl space (instead of Orco or UV) and blended properly with the base color, produces a passable reflection effect, as in Figure 13.4. The material settings for the Beast’s phony corneas are in Figure 13.5.

Figure ...

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