The reflections on Bix in the above screenshot are rendered with the cube map layer. The template used is from BixPack 15.
With the cube map layer you can generate cube map textures for use in other layers.
Choose LAYER > Add layer > Add cube map layer... to add a new cube map layer.
The new cube map layer can be selected from the layers dropdown to make it the active layer.
The installer comes with shows demonstrating the possibilities of the cube map layer. Choose FILE > Open show... and select a show from the BluffTitler/Media/Shows/Cubemap folder.
To quickly switch between your own shows and the ones that came with the installer, click on the Personal and App buttons in the upper right corner of the file dialog.
The cube map layer does not render anything. Instead, it creates a cube map texture in memory that can be used by other layers.
Any effect that can use a cube map, can also use the output of a cube map layer. Examples are:
Click on the Select cube map layer button in the Change textures and effect dialog.
Only objects in 3D space can be seen in the cube map. A picture layer using the Fullscreen or the 2D in foreground style is invisible in the cube map.
The cube map layer is inspired by game technology. For example, racing games render a new cube map for every frame to make the current scenery reflect in the car.
The generated cube map is rendered in the top right of the screen when you choose SETTINGS > Render info.
When the active layer is a cube map layer and you choose FILE > Export as picture..., the cube map layer is exported as a 360° picture.
The position is set with the Position property.
The position is automatically optimized for use in the water layer. Select the cube map layer in the MEDIA > Change effect... dialog of the water layer.
The position where the cube map is rendered.
1st slider: horizontal (x) position
2nd slider: vertical (y) position
3rd slider: depth (z) position
Press <F2> to render the coordinate system.
Make sure only layers positioned near this position use this cube map.