Hi Christopher,
I guess you´re trying to get that distinct *white stripes across
window* look, as in toons or carphotography but don´t want
to have anything else (of the environment) appear reflected?
There´s at least two different ways, depending on wether the
reflection should change depending on the cameraposition or not.
If the reflection is supposed to change depending on viewingangle
you´d probably stick with an environment map, the more abstract
the more stylish/stylized the result. You´d most likely get a good
start by finding a chromeshader/tutorial that uses environment maps
and just adding in transparency to that shader.
It´s most likely going to be some sort of a black/white gradient map,
or something with a large portion of *sky* gradient in it, I guess.
If you map this environmenttexture using surfaceUV´s instead
you obviously end up with a reflection independent of viewing angle.
The other way would be to use an extra light/pass on a material
that´s all black exept for transparency and specular, maybe even
having refractions and comping that ontop later.
Gives great control, adds *brilliance* and you can see the effect
in the viewport. Also great for rimlights, backlights, filllights,
tweaklights or whatever you´d like to call it. Usually adds
quality and detail to a render.
cheers
tim
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