highly reflective metallic are possible using just about any of the variation of Perpixel multimap shaders. this shader uses a texture component called "maps" this texture controls our common special effects such as specular and surface reflectivity via a multi channel process. this means the maps texture is read by the graphics engine in a different way. simply put it reads each colour channel independently and thus each channel can be painted independently. heightening the blue channel for example increases the reflectivity output. and this becomes possible. leading to some very basic examples when applying some settings and some art to all the textures used on the shader. it can be played with to produce varying types of metallic ingame. the wonderfull aspect is seeing your special effects placed on your road reflected also. think chrome parts, rusted metals, old chrome like cars in general. whilst I'm demonstrating max effects here, the shader allows some play and also adding the correct artwork can produce some interesting effects. I have become very familiar with this process in other simulation games such as DCS world. and to show you what can become possible graphically I show you some of my work from that realm for inspiration in the AC engine. This mod set was not made available for DCS world publicly.