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The EnvCube texture creates a cubic texture map for use as an environment map. The effect is like placing a reflective object inside a cube with an image on each face. The object will reflect those images. You can select what images or textures are mapped onto each face of the Env Cube.

To use this texture as an environment map, connect its Out Color attribute to the Reflected Color attribute of any specular shader, such as Blinn or Phong..

Aside from the attributes listed here, EnvCube inherits additional attributes from TextureEnv.

In the table below, important attributes have their names listed in bold in the description column.

This node is MP safe

Node nameParentsClassificationMFn typeCompatible function sets
envCubetextureEnvtexture/environment:drawdb/shader/environment/envCubekEnvCubekBase
kNamedObject
kDependencyNode
kTextureEnv
kEnvCube

Related nodes

layeredTexture, envSphere, envSky, envBall, envChrome, bump3d, uvChooser, bump2d, texture2d, ramp, file, cloth, water, stencil, checker, fractal, bulge, grid, mountain, texture3d, projection, cloud, granite, crater, leather, stucco, brownian, solidFractal, marble, wood, rock, snow, defaultTextureList, place2dTexture, place3dTexture

Attributes (31)

back, backB, backG, backR, bottom, bottomB, bottomG, bottomR, front, frontB, frontG, frontR, infiniteSize, infoBits, left, leftB, leftG, leftR, lookupType, pointWorld, pointWorldX, pointWorldY, pointWorldZ, right, rightB, rightG, rightR, top, topB, topG, topR

Long name (short name)TypeDefaultFlags
pointWorld (pw) float3outputinputconnectablestorablehidden
The input point
pointWorldX (pwx) float0.0outputinputconnectablestorablehidden
The X component of the input point
pointWorldY (pwy) float0.0outputinputconnectablestorablehidden
The Y component of the input point
pointWorldZ (pwz) float0.0outputinputconnectablestorablehidden
The Z component of the input point
infiniteSize (ie) bool0outputinputstorable
Infinite Size. If this is turned on, then the images in the cube will be reflected as though the sides of the cube were infinitely far away. If you are using images of distant things, such as the horizon or a starfield, turn on Infinite Size. If the images are of the interior of a room, or nearby objects, leave Infinite Size off.
lookupType (lt) enum0outputinputstorable
Determines how the texture should be looked up in the cube map and is currently only support by the hardware renderer. The default is the reflection vector look up. Normal uses the normal vector versus the reflection vector.
left (le) float30.0, 0.0, 0.0outputinputconnectablestorable
Left is the image that is mapped onto the left side of the EnvCube.
leftR (ler) float0.0outputinputconnectablestorablekeyable
The red component of Left
leftG (leg) float0.0outputinputconnectablestorablekeyable
The green component of Left
leftB (leb) float0.0outputinputconnectablestorablekeyable
The blue component of Left
right (ri) float30.0, 0.0, 0.0outputinputconnectablestorable
Right is the image that is mapped onto the right side of the EnvCube.
rightR (rir) float0.0outputinputconnectablestorablekeyable
The red component of Right
rightG (rig) float0.0outputinputconnectablestorablekeyable
The green component of Right
rightB (rib) float0.0outputinputconnectablestorablekeyable
The blue component of Right
top (to) float30.0, 0.0, 0.0outputinputconnectablestorable
Top is the image that is mapped onto the top side of the EnvCube.
topR (tor) float0.0outputinputconnectablestorablekeyable
The red component of Top
topG (tog) float0.0outputinputconnectablestorablekeyable
The green component of Top
topB (tob) float0.0outputinputconnectablestorablekeyable
The blue component of Top
bottom (bo) float30.0, 0.0, 0.0outputinputconnectablestorable
Bottom is the image that is mapped onto the bottom side of the EnvCube.
bottomR (bor) float0.0outputinputconnectablestorablekeyable
The red component of Bottom
bottomG (bog) float0.0outputinputconnectablestorablekeyable
The green component of Bottom
bottomB (bob) float0.0outputinputconnectablestorablekeyable
The blue component of Bottom
front (fr) float30.0, 0.0, 0.0outputinputconnectablestorable
Front is the image that is mapped onto the front side of the EnvCube.
frontR (frr) float0.0outputinputconnectablestorablekeyable
The red component of Front
frontG (frg) float0.0outputinputconnectablestorablekeyable
The green component of Front
frontB (frb) float0.0outputinputconnectablestorablekeyable
The blue component of Front
back (ba) float30.0, 0.0, 0.0outputinputconnectablestorable
Back is the image that is mapped onto the back side of the EnvCube.
backR (bar) float0.0outputinputconnectablestorablekeyable
The red component of Back
backG (bag) float0.0outputinputconnectablestorablekeyable
The green component of Back
backB (bab) float0.0outputinputconnectablestorablekeyable
The blue component of Back
infoBits (ib) integer0outputinputconnectablehidden
Information bits passing along information about type of shading