User Manual

Table Of Contents
Common Controls
Settings Tab
The Settings tab in the Inspector is duplicated in other 3D nodes. These common controls are
described in detail at the end of this chapter in “The Common Controls” section.
Reflect [3RR]
The Reflect node
Reflect Node Introduction
The Reflect node is used to add environment map reflections and refractions to materials.
Control is offered over the face on and glancing strength, falloff, per channel refraction indexes,
and tinting. Several texture map inputs can modify the behavior of each parameter.
Environment mapping is an approximation that assumes an object’s environment is infinitely
distant from the object. It’s best to picture this as a cube or sphere with the object at the center.
Specifically, this infinite distance assumption means that objects cannot interact with
themselves (e.g., the reflections on the handle of a teapot do not show the body of the teapot
but rather the infinite environment map). It also means that if you use the same cube map on
multiple objects in the scene, those objects do not inter-reflect each other (e.g., two
neighboring objects would not reflect each other). If you want objects to reflect each other, you
need to render a cube map for each object.
For more information, see Chapter 23, “3D Compositing Basics” in the Fusion Studio Reference
Manual or Chapter 68 in the DaVinci Resolve Reference Manual.
Inputs
There are five inputs on the Reflect node that accept 2D images or 3D materials. These inputs
control the overall color and image used for the 3D object as well as controlling the color and
texture used in the reflective highlights.
Background Material: The orange Background material input accepts a 2D image or
a 3D material. If a 2D image is provided, the node treats it as a diffuse texture map
applied to a basic material.
Reflection Color Material: The white Reflection Color material input accepts a 2D
image or a 3D material. The RGB channels are used as the reflection texture, and the
Alpha is ignored.
Reflection Intensity Material: The white Reflection Intensity material input accepts
a 2D image or a 3D material. The Alpha channel of the texture is multiplied by the
intensity of the reflection.
Refraction Tint Material: The white Refraction Tint material input accepts a 2D
image or a 3D material. The RGB channels are used as the refraction texture.
Chapter –82 3D Material Nodes 1784