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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 name Parents Classification MFn type Compatible function sets
envCube textureEnv texture/environment:drawdb/shader/environment/envCube kEnvCube kBase
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) Type Default Flags
pointWorld (pw) float3 outputinputconnectablestorablehidden
The input point
pointWorldX (pwx) float 0.0 outputinputconnectablestorablehidden
The X component of the input point
pointWorldY (pwy) float 0.0 outputinputconnectablestorablehidden
The Y component of the input point
pointWorldZ (pwz) float 0.0 outputinputconnectablestorablehidden
The Z component of the input point
infiniteSize (ie) bool 0 outputinputstorable
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) enum 0 outputinputstorable
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) float3 0.0, 0.0, 0.0 outputinputconnectablestorable
Left is the image that is mapped onto the left side of the EnvCube.
leftR (ler) float 0.0 outputinputconnectablestorablekeyable
The red component of Left
leftG (leg) float 0.0 outputinputconnectablestorablekeyable
The green component of Left
leftB (leb) float 0.0 outputinputconnectablestorablekeyable
The blue component of Left
right (ri) float3 0.0, 0.0, 0.0 outputinputconnectablestorable
Right is the image that is mapped onto the right side of the EnvCube.
rightR (rir) float 0.0 outputinputconnectablestorablekeyable
The red component of Right
rightG (rig) float 0.0 outputinputconnectablestorablekeyable
The green component of Right
rightB (rib) float 0.0 outputinputconnectablestorablekeyable
The blue component of Right
top (to) float3 0.0, 0.0, 0.0 outputinputconnectablestorable
Top is the image that is mapped onto the top side of the EnvCube.
topR (tor) float 0.0 outputinputconnectablestorablekeyable
The red component of Top
topG (tog) float 0.0 outputinputconnectablestorablekeyable
The green component of Top
topB (tob) float 0.0 outputinputconnectablestorablekeyable
The blue component of Top
bottom (bo) float3 0.0, 0.0, 0.0 outputinputconnectablestorable
Bottom is the image that is mapped onto the bottom side of the EnvCube.
bottomR (bor) float 0.0 outputinputconnectablestorablekeyable
The red component of Bottom
bottomG (bog) float 0.0 outputinputconnectablestorablekeyable
The green component of Bottom
bottomB (bob) float 0.0 outputinputconnectablestorablekeyable
The blue component of Bottom
front (fr) float3 0.0, 0.0, 0.0 outputinputconnectablestorable
Front is the image that is mapped onto the front side of the EnvCube.
frontR (frr) float 0.0 outputinputconnectablestorablekeyable
The red component of Front
frontG (frg) float 0.0 outputinputconnectablestorablekeyable
The green component of Front
frontB (frb) float 0.0 outputinputconnectablestorablekeyable
The blue component of Front
back (ba) float3 0.0, 0.0, 0.0 outputinputconnectablestorable
Back is the image that is mapped onto the back side of the EnvCube.
backR (bar) float 0.0 outputinputconnectablestorablekeyable
The red component of Back
backG (bag) float 0.0 outputinputconnectablestorablekeyable
The green component of Back
backB (bab) float 0.0 outputinputconnectablestorablekeyable
The blue component of Back
infoBits (ib) integer 0 outputinputconnectablehidden
Information bits passing along information about type of shading