Reflections can be anisotropic, Fresnel-style and glossy. All those effects need dedicated parameters to be modeled.
Reflexionen können anisotropisch, im Fresnel-Stil oder glänzend sein. All diese Effekte benötigen zugeordnete Parameter, um modelliert werden zu können.
If set to color, that color will be the degree of reflection of the material.
If a texture map is selected the mapped image will be used to control the reflection of the material.
Both the color and any texture map rely on classical RGB format coding for the reflection. White (RGB 0, 0, 0) equals total reflection, and Black (RGB 256, 256, 256) equals zero reflection.
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