Hi Everyone, This question came up today, so I figured I'd share the reply here on the Forum to help others with the same question... So let's say, you want a surface to be reflective. It could be a Surface object, or say the Floor element of a Venue, (as I will do below)... If so, just follow the easy 3 steps shown: 1. Open the Object's Properties > Appearance tab, select the element that you wish displays a reflection, i.e. "Floor" in this case, and set its material properties to a reflective material, such as "Mirror 3". 2. Then, at the bottom of the material section, ensure the checkbox “Display Reflection in Shaded Views” is selected. 3. Then, in your Shaded View where you want to see the reflection, go to its View Options, go to the Simulation Tab. First. ensure that the "Enable" checkbox for Materials is selected, and then enable the "Reflections" checkbox right below it. And that's it, now this object's element displays a reflection in the Shaded View! Repeat Steps 1 and 2 for each object or element that you want to display reflections, but remember to use wisely as you only can display reflections on 10 elements at most! (Reflections are expensive on performance, so I'd recommend to use only where necessary!)
I would like to add, that unlike what could be done in the background rendering manager, where the maximum bounces of light of off reflective surfaces is three, in shaded view you only get one. Let’s hope for ray tracing support soon;-)
Hi Floriaan, thanks for adding this note to identify the difference between reflection in the Shaded View (real-time) visualization versus the rendering produced through the Background Rendering Manager / Render Wizard (off-line). Since the Shaded View is updated real-time, only ONE bounce is visualized... Conversely, in the off-line Background Rendering Manager / Render Wizard, since the rendering process can take more time to complete, we support up to three bounces there because adding additional bounces increases complexity and the number of calculations needed to complete the rendering. Thanks again!