The material definition of a mesh is composed of these three components: Self-Illumunation, Refletcion and Refraction. Each of these components has a Gradient Ramp as a map and the mapping mode is set to spherical environment. I'm searching for a way to reproduce these effects in a shader (the shader language doesn't matter). Is it possible?
My first idea was to save the Gradient Ramp as a texture: you can see the result in the image below (reflection component):
and using them in the shader through environment spherical mapping, but the result is wrong.
In this image you can see the original rendering (3ds Max, reflection component):
and in this image you can see my rendering:
The underlying idea seems to be correct, in fact there's a correlation between the two images but something goes wrong.
Thanks for any suggestion.