Sorry, i must have misunderstood the tone of your post.
Language issue on my part, i reckon.
I would keep lighting and reflections separate.
That is, light as normal, without caring for lights reflections at all.
Make them invisible when you’re done.
Add in a studio HDR, through a standard max bitmap, so to be able to set a tiling when sperically mapping it (normally with the dosch ones isn’t needed, but with others it may well be).
Assign a mockup STANDARD material to your environment objects, so to be able to have them have some generic colour and/or texture resempling the actual vray materials you’ll use for the final rendering (Scene states will make this a quick job).
Switch the reflective VRay material with a standard material in the mateditor, enable the DX shader (metal Bump), turn of reflection mapping, switch back to the SCANLINE renderer, click “pick object and generate”.
Select your one-mesh object (or if you have the reflective material applied to many objects, just create a simple sphere @ the origin, and pick that. then delete it), and have a cubemap generated and loaded.
Raise the reflection amount to 100% with the provided slider, and enable the DX viewport display checking “enable plugin material”.
Make sure you do NOT sync the standard material, as it may not work as expected at all (and it’s definitely not needed here).
Group your meshes if they are more than one piece, then parent the camera to your grouped object (better if the camera has no target, but if it has, make sure you switch it off for the time being).
Now, rotating the group rotates the camera as well, and basically counter-rotates the cubemap.
This IS realtime reflection study, as you’ll be able to just render using a proper vray material and the BG HDR in question, simply by adding a “-” sign in front of the rotation angle you applied to your grouped object.
IE. if you rotated the Group by 30 degrees, simply shift the map backward by -30 degrees. Press ctrl+n when the cursor is within the U offset spinner,
and type in -30/360, and press ok.
Voila’, now rendering your coatings and shiny stuff with vray will lead to exactly the same position for reflections as you decided.
While apparently lengthy, this is actually an extremely quick process, and saves a wee bit of time avoiding any render at all.
The most that may need to be rendered, is a cubemap which has different tiling (to correct for too big refs, or too sparse ones), but at small enough res it’s done in near-realtime, and works exceedingly well.
Try it, and let me know how it works for you.
Lele