The Reflective render property is used specifically for creating objects that have shiny or reflective surfaces. This render property works with Screen Space Reflections to create an Appearance that will reflect other models in a 3D scene.
Using the Reflective render property and SSR can improve the look and feel of your 3D models by imitating natural surface reflections.
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In each Appearance there is a property in the Information Panel called Render Properties.
Alpha Mode allows images with transparency to display any objects or scenes behind them.
See Alpha Mode below for more information.
Alpha Mode allows images with transparency to display any objects or scenes behind them.
For Render Properties, other than Glass, the Alpha Mode can be set to:
Will display any alpha in the image as fully visible.
Will display any alpha in the image as fully visible or fully transparent, depending on the Cutout Threshold.
Set a value between 0 and 255 for the threshold to use to determine the pixels that will be displayed.
Using images with transparency, with the Cutout Alpha Mode, can enhance the DriveWorks 3D model by reducing the need for complex geometry.
For example, the image below:

Can be applied, as an appearance, to a Model.
The gray and white chequered background represents the alpha channel used in the image.
The Alpha Mode settings applied are shown in the table below:
| Default | Cutout |
|---|---|
![]() | ![]() |
The settings available on the Reflective render property are grouped into the following categories:
Sets the color to use for the diffuse color of the Appearance.
Will apply a hexadecimal value to the Diffuse Color in the Parameter Panel.
Modifies the amount of red in the Diffuse Color. Enter a number from 0 to 255.
Modifies the amount of green in the Diffuse Color. Enter a number from 0 to 255.
Modifies the amount of blue in the Diffuse Color. Enter a number from 0 to 255.
Controls the alpha channel or transparency of the Diffuse Color. Enter a number from 0 to 255.
If the geometry wih the Diffuse Color applied is to have Shadow Casting or Edge Sketch applied, the appearance is required to be fully opaque.
The alpha applied needs to be exactly 255. Anything less than this value is considered not fully opaque.
Controls the ambient intensity of the Appearance as a whole. Enter a number.
Controls the intensity of the Diffuse Color/Texture. Enter a number.

Sets the color to use for the specular.
Will apply a hexadecimal value to the Specular Color in the Parameter Panel.
Modifies the amount of red in the Specular Color. Enter a number from 0 to 255.
Modifies the amount of green in the Specular Color. Enter a number from 0 to 255.
Modifies the amount of blue in the Specular Color. Enter a number from 0 to 255.
Controls the intensity of the specular highlight on an Appearance. Enter a number.
Controls the amount of reflectivity of an Appearance. Enter a number from 0 and above.
Controls how reflected light is scattered off the Appearance. Enter a number from 0 and above.

Offset an applied texture in the X Axis. Allows you to position textures accurately on surfaces. Enter a number.
Offset an applied texture in the Y Axis. Allows you to position textures accurately on surfaces. Enter a number.

Modifies the scale of a texture to suit the size of the model.
Enter a number from 0 and above.
See Scaling Textures below for information on how scaling affects the applied texture image.
Modifies the scale of a texture to suit the size of the model.
Enter a number from 0 and above.
See Scaling Textures below for information on how scaling affects the applied texture image.
Change the rotation of a texture on a model. Enter a number from 0 to 360.
Scaling Textures
The scale of a texture is applied differently when World Position Textures is enabled.
A scale of 0.5 will stretch or shrink half of a texture repetition over the corresponding axis of the geometry it is applied to.
A scale of 1 will stretch or shrink one full texture repetition over the corresponding axis of the geometry it is applied to.
A scale of 2 will stretch or shrink two full texture repetition over the corresponding axis of the geometry it is applied to.
For example:
Geometry Scale in the X and Y axis = 0.5 (meters)
Texture Transform Scale X and Y axis = 1
Will result in one full texture repetition over the 0.5 meter of the X and Y axis.

A scale of 0.5 will apply half of a texture repetition over a 1 meter length in the corresponding axis.
A scale of 1 will apply one full texture repetition over a 1 meter length in the corresponding axis.
A scale of 2 will apply two full texture repetition over a 1 meter length in the corresponding axis.
For example:
Geometry Scale in the X and Y axis = 0.5 (meters)
Texture Transform Scale X and Y axis = 1
Will result in half a full texture repetition over the 0.5 meter of the X and Y axis.

World Position textures allow seamless texturing over multiple models.

To understand how a World Position Texture is scaled see Texture Transforms settings above.
| World Position Textures Disabled | World Position Textures Enabled |
|---|---|
![]() | ![]() |
| The same textured appearance applied to multiple geometries does not flow seamlessly when one of the geometries differs in size. | Enabling World Position Textures allows the same texture to flow into geometries with a different size without the need for complex calculations to scale the texture. |
The following parameters can be selected:
Checking each checkbox will add that world position axis value at each pixel's location, to the corresponding texture coordinate value.
This has the effect of making the texture flow along that axis in world space.
Checking this will enable World Position Textures.
A rule can also be built for this from the parameter panel by selecting the Enabled (with the address WorldPositionEnabled) property.
Checked by default
Check to add the horizontal X axis to the corresponding texture coordinate value.
Unchecked by default
Check to add the horizontal Y axis to the corresponding texture coordinate value.
Checked by default
Check to add the horizontal Z axis to the corresponding texture coordinate value.
Unchecked by default
Check to add the vertical X axis to the corresponding texture coordinate value.
Checked by default
Check to add the vertical Y axis to the corresponding texture coordinate value.
Unchecked by default
Check to add the vertical Z axis to the corresponding texture coordinate value.

Select a diffuse texture from the list of available textures in the Document. Alternatively you can browse for a texture or build a rule to the path of a new texture.

Select a specular texture from the list of available textures in the Document. Alternatively you can browse for a texture or build a rule to the path of a new texture.

Select a normal texture from the list of available textures in the Document. Alternatively you can browse for a texture or build a rule to the path of a new texture.
This feature has been designed to provide subtle but realistic reflections on the surface of a model. The effect is created by reflecting the models surfaces with whatever is visible in the 3D scene surrounding it. Typically, by using reflective surfaces such as various woods metals and plastics you can create models that look more realistic.
Subtle Reflections
Using the Reflective render property provides subtle and additional surface detail giving a model further depth and realism overall.
To achieve the most realistic effect on any surface we recommend selecting values that are barely noticeable and on the lower end of the spectrum. Limitations of this feature are apparent when you set the effect to maximum as the reflections will look overly noticeable and unnatural.

In the example shown above, some basic shapes have been set on a reflective floor. The highest setting has been applied to the floors reflectivity and this results in the reflections being noticeably sharper.This demonstrates two imperfections that are possible with SSR. As a 3D designer it is possible to work around these limitations and improve the quality of your scene.

In the next example we have added a normal map, a specular map and a texture to the floor to add further depth and realism. Additionally, we have reduced the reflectivity and specular intensity resulting in the surface reflections looking more subtle. Reflective Scatter has also been applied to the floor and provides a more natural overall look.
Limitations
This rendering effect does have known limitations and these will be described in further detail below.
Limitations:
The limitations discussed, although deliberate, have been adjusted to ensure that performance is optimal when being displayed in a web browser.
SSR and Reflective render are excellent additional features that help to create immersive and more realistic 3D environments and objects. Here are some examples of what these features are capable of.
DriveWorks has other render properties available to use on an Appearance.
These add different levels of realism to an Appearance.