Reflections on glossy objects using HDR maps

Hello. In this tutorial I explain how to get reflections on glossy objects, using HDR maps.
I use Teapot as our test object.
STEP.01
Create > Geometry > Teapot
First we create a teapot, which will be our main test object.
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And this is our Teapot.
STEP.02
Create > Geometry > Plane
Now we create a Plane that will be our floor.
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Our scene should looks like this:
STEP.03
Rendering > Render Setup > Common > Assign Renderer
Now it’s time to change Scanline Renderer to Mental Ray renderer.
STEP.04
Rendering > Environment > Environment Maps
The next step is to change the Environment Map.
We choose Environment/Background Switcher.
A convenient solution would be to drag our Environment Map into a empty slot in Material Editor.
STEP.05
Material Editor > Environment/Reflections Map
It’s time to put HDR map in our scene. In Material Editor we must change Environment/Reflections Map in Environment/Background Switcher. Our choice is Bitmap.
Now we can load HDR map. Please set Real Pixels (32 bpp) and Default Exposure.
In the Coordinates tab, set the Mapping to Spherical Environmet.
STEP.06
Material Editor > Arch & Design
Now we have to create material for our Teapot. In Material Editor we create Arch & Design Mental Ray material. From templates we set Glossy Finish. We can assign new created material to our Teapot.
STEP.07
You can create material on the floor, and add some light sources to the scene.
I added Skylight and mr Area Omni.
Finished scene should looks more or less like this:
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