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Hey Raj,
Right now your best bet would be to render a cube map from Inspector then assign it within Max using a reflect/refract map. This is how we do most of the reflections in our internal projects. At the time of this post, there isn't currently an artist-friendly workflow for parallax correcting cube maps (the technique seen in your screenshot), but it is possible for a skilled tech artist to write them manually in shader code. This means that the scene will appear to have a reflection that will also be affected by normal maps, and that has very low overhead because it's a static map instead of live 3D, but it won't line up with the assets in the scene the way you'd expect it to in real life. Here's the current workflow for doing cube map reflections (that doesn't require programmer assistance):
When I'm going to be dealing with a lot of reflections on objects, multiple reflection locations, or variations for plastic, blurring, etc. I'll stick placeholder textures so I can replace them in the Asset Tracking dialog instead of clearing and recreating shell materials. Cube maps can also be created and assigned in realtime, but I'd need a programmer to weigh in on that one. |
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