if you just need a reflection of the cylinders on the floor, then its not so hard.
you need to duplicate/instance you camera and mirror the second camera on the ground plane.
then you create 2 seperate render3d nodes. one with the original camera and one with the mirrored camera.
now you have 2 renderings: the normal "beauty pass" and a mirrored one, the "reflection pass"
this can now merged together
like in this video:
you can also render the reflection first, modify it (e.g. a blur) then use the catcher to project it on the ground floor:
comp can be found here:
http://www.steakunderwater.com/VFXPedia ... mps/Fu5/3Dfor reflections on the objects itself its gets a little bit more complicated, because fusion has no raytracing in rendering.
you could create a cube map with 6 cameras and 6 render3d nodes, which then get into the reflect material
you can see it in this video: