@Anonymous wrote:
Can you give more detailed instructions?
Ok, i'll give it a go. You may have done a few of these steps, so skip as needed.
First off, unzip the .dds file i attached and put it in a folder where you can find it.
I believe searching for it in the application options defaults to the "texture" folder, as set on the "file" tab.
Anywhere will do though, but within your workspace is preferred.
Then set this "test.dds" as your reflection environment on the "colors" tab in the Application options.
(as shown in the screenshot of my post)
Once you apply this setting, most of the work should be done and all you need is to change your lighting style to one that uses the .dds instead of an IBL environment.
To change the lighting style, go to the "View" tab and from the dropdown select either "one light" or "two lights"
(anything with a light bulb instead of a "sun")
If you've set it to one of those you should see the effect of the .dds file.
You can then go back to the dropdown and hit "settings' to change values for the lighting style like the amount of lights, the brightness, ambiance, etc.
There will be a reflection of the light source, but you can play with the position of that light in the settings.
You can turn off all lights, but you will lose the "shine" from the reflected light.
Just to note, the "test.dds" i posted is a "cubemap" with all six sides in a gray color.
This is the reason why the mirror surface (chrome polished) in my screenshot shows completely gray.
If i'd made a full white .dds file, it would've reflected the full white and looked quite different.
I do have a full white file and played with a gradient black to white as well, but they are tests and don't really add to any "feel of realism" in my opinion.
Let me know if this is sufficient instruction or if you need help with something specific.
Niels van der Veer
Inventor professional user & 3DS Max enthusiast
Vault professional user/manager
The Netherlands