This folder contains several design documents, and even two rendered images created from those designs. The purpose is to explain a few design and rendering tips which might not seem obvious. The "reflection" file show how to set the surface properties of objects so that light reflects the way you want. The "gears" files show how the RenderBoy tool can be used to simplify and speed up the design process.
Reflection Design:
Please start out by opening the "Reflection Image" file and taking a look at it. It shows several several spheres sitting on top of a round platform. Now, although these spheres look a lot differnent from each other, they are identical except for their surface properties, which you control using the item. The balls range from dull to shiny to glossy to mirrored, and even prismatic. The goal here is to show you how this works, so let me describe the spheres one at a time.
The first sphere to the right is just plain dull red, as if it's made of felt. Select this sphere, then choose the Design->Surfaces menu item. You will notice that light hitting this objects surface is 100% diffused. So the light just hits the surface and stops, with no reflection or refractions. And since the object is only 10% shiny, the light source above hardly affects it at all. These are appropriate setting for a "dull" object.
The second sphere to the right (behind the first one) is partially shiny, as if it is hard but not well polished. Light hitting it's surface is still 100% diffused (no reflection or refractions), but it the light from above can be seen glinting off of it. The only difference between this object and the previous one is that this one is 70% shiny. Since it is more shiny, it is more inclined to reflect light sources. These reflections are called "spectral reflections", and they give an object a smoother more polished appearance.
The third sphere (to the back) is much more shiny yet, about 95% shiny. This gives it very defined spectral reflections, making it's surface look very hard and polished, kind of like a pool ball.
The fourth sphere is different. Not only is it very shiny, but if you use Design->Surfaces, you will see that light which hits it is only 80% diffused. The other 20% is reflected. This means that most of the light (80%) will just hit the red surface and stop, but some of it (20%) will reflect off the object like a mirror, creating the reflections of the objects around it. This creates the illusion that the object is not just hard and polished, but also waxed to an almost reflective finish.
The fifth sphere is very similar to the fourth one, except that light which hits it is most reflected (90%) and only some of it (10%) is diffused. This basically makes the object look like a mirrored ball, much like a glass Christmas ornament.
The sixth sphere (directly in front) is different from all the rest. The light which hits this object is 90% refracted, and the other 10% is reflected. This means that most of the light which hits the object (90%), will actually pass through the object. The light will refract (or bend) as it does this, making the object look as if it is made of glass or crystal. If you wear glasses, this is what the lenses of your glasses do. Because of the refractions in this sphere, the objects seen through the sphere are all inverted. This is pretty much what a real crystal ball will do.
So what's the point? The point is that RenderBoy gives you a lot of control about how light reflects off the surfaces of objects. This design shows the six different types of surfaces you will encounter most of the time.