Spherical Mapping

 
 
 

| Tiling | Render Tree Usage | Physical Sky (mia)

Category: Environment

Shader Family: Environment

Output: Color

Can be used as a texture, environment, or lens shader. Applied to a texture shader, it creates a texture wrapped on an infinite sphere around the scene.

Name

The shader's name. Enter any name you like, or leave the default.

Spherical Environment

Image

Defines an image clip to use. Click Edit to open a property page for the image clip being presently used. To retrieve a new clip, click New and indicate whether you wish to create a new clip or create one from a source.

Image View Window

This window displays the selected image. You can right-click the image to access the Image Clip Property Editor. If the image is a sequence, use the playback controls to play the sequence image.

Rotation

Defines the sphere's rotation from its center.

Tiling

Tiling

Enable tiling for the spherical map.

Transform

Texture SRT

Controls the scaling, rotation and translation of the spherical map in X, Y and Z.

Repeats

Repeats

Contains the repetition factor in X,Y, and Z. A value of 2, for example, shrinks the texture so that it fits twice in a [0..1] interval.

Offset

Texture Offset

Offsets the texture in X, Y, and Z

Alternate

U, V, Z

Specifies whether every other copy of the repetition should be reversed so that the successive copies of the texture are alternated.

Wrap

U,V,Z

When checked, the texture will wrap in the desired direction beyond the projection.

UV Remap

Minimum, Maximum

Determines the remapping of the texture image. For a 2D image, only X and Y are used.

Render Tree Usage

This shader can only be connected to the material node's Environment parameter to create an environment map. To create reflection maps, try using an Image shader and connecting it to the Reflection input of the surface shader.