This opens the Material/Map browser.
In here double click on Mask and when prompted choose Keep old map as sub map.
This loads the Mask Map into the current slot and loads the previous Bitmap map into the first channel of the Mask Map (Fig.54).
Okay, what we want to do here is create a reflection channel that reflects the environment but also includes the exclusion of the holes in our sphere as well as the self illuminated mortar of the bricks.
So to do this I want you to drag the Bitmap from the Map slot to the Mask slot and this time choose Swap when prompted. Now go into the Mask Bitmap and load in this image (Fig.55 - SlimyMetal_reflectionMask.jpg).
You should now have this at the top level of the Mask map (Fig.56).
So now we have setup the image that is going to mask whatever we want to reflect. In order to create the reflection we need another new type of map.
In the Map slot here in our Mask map, press None and then choose Raytrace for the Map type. Inside the Raytrace map you can leave all of the settings alone, they're fine the way they are. Go all the way back up to the top level of the material. We are going to need to make a few tweaks in order to really see what we have just done with this last map. Make the following changes (Fig.57).
Notice I unchecked 2-Sided, and the Specular Color. I also lowered the Specular Level and Bump amounts.
Here's the render - yes, I added a teapot and a material to the ground plane. You really shouldn't have any trouble with that (Fig.58).
As you can see, we are reflecting the environment around the sphere but also not reflecting where the self illuminated mortar is or where we have holes.
One last thing I want to show you before I leave is the Blend Material.
The Blend Material
The Blend material does just what its name suggests; it blends different materials. Let's take a quick look.
At the top level of our material, where it says Standard (telling us that we currently are using a Standard Material), press the button and choose Blend from the browser. Again, select keep old map as sub map. Now you should have this (Fig.59).
So we now have as the first material, the material we just made (01-Default Standard). We can obviously load in a new material and also if we like choose a Mask map to blend the two of them.Â Since we are going to keep this simple we will not make another complicated material not will we use a complicated Mask map.
Go inside of the Material 2 slot. This will open the Standard material there.Â In the diffuse channel I want you to load in the SlimyMetal_bump image. You should have this (Fig.60).