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The Env Sphere texture simulates an environment by mapping
a texture or image file directly onto the inner surface of an
infinite sphere. The best way to create a sphere environment is to
use a ramp texture and paint objects onto it, being sure to avoid
the poles and edges.
You can use the Env Sphere texture as a reflection map, by
connecting its Out Color attribute to the Reflected Color attribute
of an specular shader, such as Blinn or PhongE. Aside from the
attributes listed here, Env Sphere 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 |
envSphere |
textureEnv |
texture/environment |
kEnvSphere |
kBase
kNamedObject
kDependencyNode
kTextureEnv
kEnvSphere |
Related nodes
layeredTexture, envCube, 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 (17)
flip, image,
imageB, imageG,
imageR, infoBits, pointCamera, pointCameraX, pointCameraY, pointCameraZ, refPointCamera, refPointCameraX, refPointCameraY, refPointCameraZ, shearU, shearUV,
shearV
Long name (short name) |
Type |
Default |
Flags |
|
pointCamera
(p ) |
float3 |
0.0, 0.0, 0.0 |
|
|
pointCameraX
(px ) |
float |
0.0 |
|
|
|
pointCameraY
(py ) |
float |
0.0 |
|
|
|
pointCameraZ
(pz ) |
float |
0.0 |
|
|
|
refPointCamera
(rpc ) |
float3 |
0.0, 0.0, 0.0 |
|
|
refPointCameraX
(rcx ) |
float |
0.0 |
|
|
|
refPointCameraY
(rcy ) |
float |
0.0 |
|
|
|
refPointCameraZ
(rcz ) |
float |
0.0 |
|
|
|
image
(so ) |
float3 |
0.5, 0.5, 0.5 |
|
|
|
|
|
shearUV
(suv ) |
float2 |
0.0, 0.0 |
|
|
|
|
flip
(f ) |
bool |
false |
|
|
infoBits
(ib ) |
integer |
0 |
|