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Reflect/Refract Map 1699
although these are the main ways to use t his
map.
Raytrace map has more extensive attenuation
controls than Raytrace material.
•Raytracemapoftenrendersmorequicklythan
Raytrace material.
Raytrace Map and Raytrace material have the
same name because they use the same raytracer
and share global parameters.
Note: Ra ytracing does not always work correctly
in orthogonal viewports (left, front, and so on).
It works correctly in perspective viewports and
camera viewports.
Inter face
The interface for the Raytrace map is contained in
four rollouts:
Raytracer Parameters Rollout (page 2–1704)
Raytrace: Attenuation Rollout (page 2–1706)
Raytrace: Basic Material Extensions Rollout (page
2–1707)
Raytrace: Refractive Material Extensions Rollout
(page 2–1708)
Reflect/Refract Map
Material Editor > Maps rollout > C lick a Map button. >
Material/Map Browser > Reflect/Refract
Reflect/Refract map used for the balloons
The Reflect/Refract map produces a reflective or
refractive surface. To create reflection, assign this
map t ype as the mater ial’s reflection map (page
2–1508). To create refraction, assign it as the
refraction map (page 2–1509).
Note: A reflective object can reflect another
reflective object. In real life, this creates a virtually
infinite number of interreflections. In 3ds Max,
you can set the number of interreflections in
a range from 1 to 10. You set this Rendering
Iterations parameter in the Render Scene dialog
(page 3–12).
This map works by using six renderings in
the form of a cube that surrounds the objects.
Reflect/Refract views the cubic maps from the
perspective of the pivot point (page 3–995) of the
object, mapping them onto the object’s surface as
a spherical reflection map.
You can choose to generate the cubic maps
automatically, or to load previously created maps.
A reflective surface reflects the surrounding
maps like a mir ror. A refract ive surface creates