1. Create a plane patch as a mirror in the scene (rotation Z = 90), endow blinn with material, and adjust the material parameters: black color, small eccentricity, mirror flip = 1.00, mirror color is white, and reflectivity is mirror.
2. Create a cube model to wrap the mirror, give the cube lambert or surfaceShader material, and connect the map to the color of the material attribute or the output color.
3. Create lights in the scene, such as point lights, adjust the camera, and use mentalray rendering to get a mirror effect.