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Table Of Contents
dynamically. Using environment maps is a fast and inexpensive way to achieve
highly realistic lighting effects.
NOTE Material nodes in the Group Schematic always show all five input tabs.
However, the number of active input tabs depends on the channels available for
the selected Shader type.
To connect a source image to a texture or environment map channel:
1 Do one of the following to display the Group Schematic:
In the Schematic view, double-click the Reaction tool.
In the Schematic view, right-click the Reaction node and select Edit
Group.
2 Connect a source image node to a channel tab on a Material node. To
identify the nodes, pause over a material node to see a tooltip with the
node name.
DescriptionMaterial Texture
Channel
The main channel is used to apply a source image as a texture
map on a selected object's surface. You can position the ma-
Main
terial on the surface using the UV placement controls, and
tile the image in U and V.
A reflection map uses the source image to create realistic re-
flections. You can use the color factor to set areas and the
Reflection
degree of reflectivity for the material. You typically set a
grayscale color value, with white being completely reflective,
and black having no reflectivity. You can, however, achieve
tinted reflections by set setting a color.
A refraction map is an environment map that can be used to
simulate how light traveling through a refractive, transparent
material is distorted.
Refraction
The radiosity map uses the source's color and luminance val-
ues to add radiosity effects to the layer surface.
Radiosity
A bump map is usually a different image that you specify as
a source for a bumpy or textured appearance on a surface. It
Bump
is sensitive to light sources. Its RGB (when using an RGB im-
age, it is a normals map) or luminance values are used to
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