ReflectionUtility is a custom Mental Ray shader that
computes smooth, customizable, blurred raytrace reflections. It works
by supersampling reflection rays and does oversample the whole scene as
the DGS shader does. It is a much faster and more controllable solution
in most situations, as you can define a fixed amount of samples per material.
It has some other useful reflection related features: anisotropy, Fresnel
effect, saturation and color modification, bump mapping that effects only
the reflections to create distortions.
1.31 - No need to use the passthrough_deriv shader. No code changes
though, I'm simply sure now that its not required anymore.
Use shader at your own risk.
Any ideas, corrections, bugreports, kind words are much appreciated.