Probably not quickly enough! You'd need to render a realtime spheremap, and then copy the texture and filter it. If you're only aimng for highend computers that shouldn't be a problem, but realtime reflections are few and far between because it is a very demanding effect. Most games fake chrome with just shiny-looking textures rather than trying to capture something real.
If you want to render the sphremap, I'm not sure quite how to do it. A camera placed at the object facing the camera that renders the scene and copy to that to texture, would need a 'fish-eye lens' with very short zoom. I don't think Blitz (or D3D for that matter) renders the curvature of the perspective, so you wouldn't get a proper sphere. You could write a deformation filter to bulge a rendering, but that'd be even MORE demanding!
If you want to render the sphremap, I'm not sure quite how to do it. A camera placed at the object facing the camera that renders the scene and copy to that to texture, would need a 'fish-eye lens' with very short zoom. I don't think Blitz (or D3D for that matter) renders the curvature of the perspective, so you wouldn't get a proper sphere. You could write a deformation filter to bulge a rendering, but that'd be even MORE demanding!