Thanks, ec2. I will check this tutorial too… Well, I must confess that I already had donwloaded this tutorial. Pretty interesting and valid… However, the “reflection” is the same of the mountains behind the ball. Well, anyway, this is valid, because we can learn how to make reflections and things related. For a true reflection, in this case, what the ball would reflect, we would not be able to see, right? That would be behind the camera. Well, I must say that, however, we get good results doing reflections this way too, so it is valid. I was used to make this kind of reflections using the very interesting 3D Studio 4.0, for DOS, I guess you remember? With 3DS 4 it was pretty easy to set a lamp to make radiosity, if I remember well and we even had “projector lights”. Well, I guess that this is what we have now in Blender Publisher 2.25, isn’t it?
Sorry not to return yesterday. Got some things to do. Anyway, I have read here that many people like to use envmaps to make reflections, which is valid in many cases, but I think that it has some problems as the reflections aren’t as good as those when we use an empty. Well, this is what I think, according to some experiences… Even using just the envmap (with no empties) and putting the sphere to another layer and adjust the envmap not to render that layer, the result is still problematic, or maybe I could be doing something wrong, but I will be able to find out more exactly just when I follow these tutorials you mentioned.
I was thinking about something… Would Blender invert a reflection (upside down) if we use a “concave” mirror? Just like when you see yourself in a polished (new one) spoon? I will check this… just curious…
I may seem sometimes a little perfectionist, but I am just curious to learn what can be done and what cannot… and how to achieve a good result. Well, I have a lot to learn… and love to.