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The EnvChrome texture creates a simple by effective environment to simulate the reflections off chrome surfaces. The basic environment map consists of a ground plane and a sky with fluorescent-style light rectangles.

These rectangular lights in the sky are there for visual effect only, and do not act as light sources in the scene. To use this texture as an environment map, connect the Out Color attribute to the Reflected Color attribute of any specular shader, such as Blinn or Phong. (For chrome you will want to use a Blinn shader, with the Reflectivity attribute set to 1.0). Aside from the attributes listed here, EnvChrome 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 name Parents Classification MFn type Compatible function sets
envChrome textureEnv texture/environment kEnvChrome kBase
kNamedObject
kDependencyNode
kTextureEnv
kEnvChrome

Related nodes

layeredTexture, envCube, envSphere, envSky, envBall, 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 (42)

floorAltitude, floorColor, floorColorB, floorColorG, floorColorR, gridColor, gridColorB, gridColorG, gridColorR, gridDepth, gridDepthGain, gridDepthOffset, gridWidth, gridWidthGain, gridWidthOffset, horizonColor, horizonColorB, horizonColorG, horizonColorR, lightColor, lightColorB, lightColorG, lightColorR, lightDepth, lightDepthGain, lightDepthOffset, lightWidth, lightWidthGain, lightWidthOffset, pointCamera, pointCameraX, pointCameraY, pointCameraZ, realFloor, skyColor, skyColorB, skyColorG, skyColorR, zenithColor, zenithColorB, zenithColorG, zenithColorR

Long name (short name) Type Default Flags
pointCamera (p) float3 0.0, 0.0, 0.0 outputinputconnectablehidden
The current sample point that has to be shaded
pointCameraX (px) float 0.0 outputinputconnectablehidden
The x component of the current sample position
pointCameraY (py) float 0.0 outputinputconnectablehidden
The y component of the current sample position
pointCameraZ (pz) float 0.0 outputinputconnectablehidden
The z component of the current sample position
skyColor (sc) float3 0.784, 0.784, 1.0 outputinputconnectablestorable
Sky Color controls the color of the reflected sky at the horizon. The overall color of the sky is linearly interpolated between Sky Color and Zenith Color.
skyColorR (scr) float 0.0 outputinputconnectablestorablekeyable
The red component of Sky Color
skyColorG (scg) float 0.0 outputinputconnectablestorablekeyable
The green component of Sky Color
skyColorB (scb) float 0.0 outputinputconnectablestorablekeyable
The blue component of Sky Color
zenithColor (zc) float3 0.392, 0.392, 1.0 outputinputconnectablestorable
Zenith Color is the color of the sky at the zenith (looking straight up). The overall color of the sky is linearly interpolated between Sky Color and Zenith Color.
zenithColorR (zcr) float 0.0 outputinputconnectablestorablekeyable
The red component of Zenith Color
zenithColorG (zcg) float 0.0 outputinputconnectablestorablekeyable
The green component of Zenith Color
zenithColorB (zcb) float 0.0 outputinputconnectablestorablekeyable
The blue component of Zenith Color
lightColor (lc) float3 0.784, 0.784, 1.0 outputinputconnectablestorable
Light Color controls the color of the grid of rectangular "lights" seen in the reflected sky. These lights are there for visual effect only; they do not act as real light sources in the scene.
lightColorR (lcr) float 0.0 outputinputconnectablestorablekeyable
The red component of Light Color
lightColorG (lcg) float 0.0 outputinputconnectablestorablekeyable
The green component of Light Color
lightColorB (lcb) float 0.0 outputinputconnectablestorablekeyable
The blue component of Light Color
lightWidth (lw) float 0.5 outputinputconnectablestorable
Light Width controls how wide each of the rectangular lights in the sky is, relative to the space between them in that direction. Set this to 0.5, and the lights will be exactly as wide as the space between them. Set this to 0.9, and the lights will almost touch each other at the edges.
lightWidthGain (lwg) float 1.0 outputinputconnectablestorable
Light Width Gain controls how far apart the lights in the sky are (in the Width direction). Increase Light Width Gain to spread them out, and decrease it to bring them closer together. Note: Since the width of the lights is set relative to the space between them, increasing this will also make the lights wider. (See Light Width).
lightWidthOffset (lwo) float 0.0 outputinputconnectablestorable
Light Width Offset controls the positioning of the lights in the sky. You can increase or decrease this value to make the lights move left or right without changing their size or spacing.
lightDepth (ld) float 0.1 outputinputconnectablestorable
Light Depth controls how Tint32 each of the rectangular lights in the sky is, relative to the space between them in that direction. Set this to 0.5, and the lights will be exactly as Tint32 as the space between them. Set this to 0.9, and the lights will almost touch each other at the edges.
lightDepthGain (ldg) float 1.0 outputinputconnectablestorable
Light Depth Gain controls how far apart the lights in the sky are (in the Depth direction). Increase Light Depth Gain to spread them out, and decrease it to bring them closer together. Note: Since the length (depth) of the lights is set relative to the space between them, increasing this will also make the lights longer. (See Light Depth).
lightDepthOffset (ldo) float 0.0 outputinputconnectablestorable
Light Depth Offset controls the positioning of the lights in the sky. You can increase or decrease this value to make the lights move closer or farther without changing their size or spacing.
realFloor (rf) bool true outputinputconnectablestorable
Real Floor. If this is turned off, then the gridded floor in the environment acts as though it is infinitely far away (like the sky). Turn this on to make the floor seem to be a real floor. Note: when this is on, it is important that none of the surfaces (and the camera) in the scene project below the level of the floor. If they do, the calculated shading will be incorrect.
floorColor (fc) float3 0.588, 0.588, 0.784 outputinputconnectablestorable
Floor Color controls the color of the floor.
floorColorR (fcr) float 0.0 outputinputconnectablestorablekeyable
The red component of Floor Color
floorColorG (fcg) float 0.0 outputinputconnectablestorablekeyable
The green component of Floor Color
floorColorB (fcb) float 0.0 outputinputconnectablestorablekeyable
The blue component of Floor Color
floorAltitude (fa) float -1.0 outputinputconnectablestorable
Floor Altitude controls the position of the floor along the vertical axis. If Real Floor is turned on, make sure that none of the surfaces or the camera in the scene go below this level.
horizonColor (hc) float3 0.0, 0.0, 0.0 outputinputconnectablestorable
Horizon Color controls the color of the floor at the horizon. The overall color of the floor is linearly interpolated between Floor Color and Horizon Color.
horizonColorR (hcr) float 0.0 outputinputconnectablestorablekeyable
The red component of Horizon Color
horizonColorG (hcg) float 0.0 outputinputconnectablestorablekeyable
The green component of Horizon Color
horizonColorB (hcb) float 0.0 outputinputconnectablestorablekeyable
The blue component of Horizon Color
gridColor (gc) float3 0.0, 0.0, 0.0 outputinputconnectablestorable
Grid Color controls the color of the grid lines on the floor.
gridColorR (gcr) float 0.0 outputinputconnectablestorablekeyable
The red component of Grid Color
gridColorG (gcg) float 0.0 outputinputconnectablestorablekeyable
The green component of Grid Color
gridColorB (gcb) float 0.0 outputinputconnectablestorablekeyable
The blue component of Grid Color
gridWidth (gw) float 0.1 outputinputconnectablestorable
Grid Width controls the width of each of the grid lines running across the floor, relative to the space between them. Set this to 0.5, and the lines will be exactly as wide as the space between them. Set this to 0.9, and the lines will almost touch each other at the edges.
gridWidthGain (gwg) float 1.0 outputinputconnectablestorable
Grid Width Gain controls the distance between the grid lines that run across the floor. Increase Grid Width Gain to spread them out, and decrease it to bring them closer together. Note: Since the width of the grid lines is set relative to the space between them, increasing this will also make the lines wider. (See Grid Width).
gridWidthOffset (gwo) float 0.0 outputinputconnectablestorable
Grid Width Offset controls the positioning of the grid lines across the floor. You can increase or decrease this value to make the lines move back and forth without changing their width or spacing.
gridDepth (gd) float 0.1 outputinputconnectablestorable
Grid Depth controls the width of each of the grid lines running along the floor, relative to the space between them. Set this to 0.5, and the lines will be exactly as wide as the space between them. Set this to 0.9, and the lines will almost touch each other at the edges.
gridDepthGain (gdg) float 1.0 outputinputconnectablestorable
Grid Depth Gain controls the distance between the grid lines that run along the floor. Increase Grid Depth Gain to spread them out, and decrease it to bring them closer together. Note: Since the width of the grid lines is set relative to the space between them, increasing this will also make the lines wider. (See Grid Depth).
gridDepthOffset (gdo) float 0.0 outputinputconnectablestorable
Grid Depth Offset controls the positioning of the grid lines along the floor. You can increase or decrease this value to make the lines move back and forth without changing their width or spacing.