Blender’s implementation of environment maps is rather convoluted with the empties and positioning them in the negative z and all. I have a very hard time understanding the process. Furthermore, searching for “blender environment map” yielded articles that suggested that this method was obsolete due to raytracing. Anyway, I’m not entirely sure it’s the solution to my problem.
Say I have 2 planes standing up and facing the camera at different angles. I want the left plane to reflect an image of a sunrise while the right will reflect an image of a sunset in the same scene.
In that same scene, I want the background to be blank. Basically, I want the images reflected in the object to be independent of the actual world texture (or lack thereof).
I come from a 3d Max background and there, you can attach an environment map to a material so that only those objects with that material and a reflective property will reflect the attached environment map/image.
Is there a way to do this in Blender and if so, how?