Reflections in Pixels3D can be quite evasive to understand for beginners, however this tutorial should help you with the basics of expanding your ideas about reflections inside and out.

This tutorial requires:

ShaderMakerPro 1.02
Pixels3D | studio | v3.6

Starting Point
Let's use ShaderMakerPro to get the feel of setting up our shaders and visualizing them easier for this tutorial. Open up ShaderMakerPro.

Create a Simple Reflective Image Map
First link an Image Map node ( apply an image ) to the Reflection Colour input of our Shader node and set the value to 1.00. And save the shader as reflect1.

Now Create the Scene
Open up Pixels3D, and move our first light to the z 0.0. Now, let's create a sphere object - Shapes>Sphere and hit ok. We should also Scale the sphere to take up most of our Camera View - Control>Scale.

Apply our Reflective Image Map
With our sphere still selected open up ShaderMaker ( CMD-w ) and open our reflect1 shader we made in SMP.

Quick Render
If we were to render it we would see our Image map being mapped on to our sphere, though unlike mapping it directly to the sphere using a Diffuse Colour, reflective mapping is "distorted" much like a fake mirror. This technique is referred to as "Reflective Mapping".

Now the Cons
Reflective Mapping has its problems, actually one, a major one, it doesn't reflect objects in a scene.

Reflect Objects in our Scene
Another form of utilizing reflections is reflecting objects in our scene. Unlike Reflective Mapping our object will actually act more a mirror a reflect any surface onto its own.

Create Any Other Shape
Create another primitive ( Shape Tool ), a Cone for instance. Rotate and Scale the cone like on the left - ( Rot -90x ) Control>Park the Cone, then Control>Move and Control>Scale. Also if you like, add a shader to the new object ( I used my Candy Cane shader for this Tutorial )

Setup our Sphere for Relfections
CMD-Click on one of our Sphere object then re-open ShaderMaker. Open our shader and change our Reflection Colour to Raytracer node, and set the Environment to Black ( only a black colour will relfect surfaces ) as shown to the left.
Quick Render
If we were to render it we would see our cone being reflected on the surface of our sphere, like a mirrored ball.
Utilizing the Two Reflective Worlds
If we were to render our scene using our Reflective Mapping techinque, you would see something like our image to the left. It reflects our Image Map but excludes our candycaned cone. We'll with the power of ShaderMaker we can use both wonderfully.
Wrong Way
You might have thought, we'll what about creating a "stratosphere" to get both, wrong. Creating another sphere and scaling it 50 times then adding an ImageMap to its Diffuse Colour and rendering will produce the image to the left. Not exactly touching nor Reflective Mapping. Lets try another way which can be more powerful.

Back to SMP
Let's create a Gold Christmas Ornament.

A Gold Ornament
First, start by giving our shader an orange-yellow Diffuse Colour. Now create an Edge Blend node, set the Outer Colour to a deep red-brown and link the node to the Ambient Colour as shown to the left. Next create a Raytracer node, set the Environment to a Black colour, and then link to our Reflection Colour. Next create an Image Map node like our first shader ( apply and image ) and link to our Refraction Colour. Set the Reflection Value to 0.333, the Refraction Value to 1.00, and then the index of Refraction to 2.00. Save our shader as ReflectiveGold1.

Back to Pixels3D
With our Sphere selected open up SM and load and apply our ReflectiveGold1 shader. ( CMD-Click to remove our old shader in SM )

Quick Render
If we were to render, we would see our cone being reflected on the surface of our sphere, like a mirrored ball while also reflecting our Image Map.

Have some Fun!
This is your first start to creating reflections, next time we'll discuss more uses and troubleshooting of different scenes.


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