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TextureEnv is the base node from which all the 3d environment texture nodes derive. Here you will find all the attributes that are common to all 3d environment textures.

Environment textures are used as a cheap way to simulate the reflections you can get using RayTracing. Connect the Out Color attribute of the Environment texture to the Reflected Color attribute of any specular shader, such as Phong or Blinn. The shader will then appear to reflect the environment texture. In the table below, important attributes have their names shown in bold in the description column.

This node is abstract

This node is MP safe

Node name Parents Classification MFn type Compatible function sets
textureEnv shadingDependNode rendernode

Attributes (27)

filterSize, filterSizeX, filterSizeY, filterSizeZ, matrixEyeToWorld, normalCamera, normalCameraX, normalCameraY, normalCameraZ, objectType, outAlpha, outColor, outColorB, outColorG, outColorR, placementMatrix, rayDirection, rayDirectionX, rayDirectionY, rayDirectionZ, uCoord, uvCoord, uvFilterSize, uvFilterSizeX, uvFilterSizeY, vCoord, xPixelAngle

Long name (short name) Type Default Flags
objectType (ot) char TrenderableObjectType::kSurface outputinputconnectablestorablehidden
The type of object this samples belongs to.
placementMatrix (pm) fltMatrix identity outputinputconnectablestorable
The placement matrix, to transform from world to the texture space
matrixEyeToWorld (e2w) fltMatrix identity outputinputconnectablestorablehidden
The transform to go from eye to world space
xPixelAngle (xpa) float 0.002053 inputconnectablestorablehidden
The pixel angle
normalCamera (n) float3 0.0, 0.0, 1.0 outputinputconnectablehidden
The current sample normal
normalCameraX (nx) float 0.0 outputinputconnectablehidden
The x component of the normal
normalCameraY (ny) float 0.0 outputinputconnectablehidden
The y component of the normal
normalCameraZ (nz) float 0.0 outputinputconnectablehidden
The z component of the normal
rayDirection (r) float3 0.0, 0.0, 1.0 outputinputconnectablehidden
The current incident ray
rayDirectionX (rx) float 0.0 outputinputconnectablehidden
The x component of the ray
rayDirectionY (ry) float 0.0 outputinputconnectablehidden
The y component of the ray
rayDirectionZ (rz) float 0.0 outputinputconnectablehidden
The z component of the ray
uvCoord (uv) float2 0.0, 0.0 outputinputconnectablehidden
The UV coords of the current sample point
uCoord (u) float 0.0 outputinputconnectablehidden
The u component of the current sample position
vCoord (v) float 0.0 outputinputconnectablehidden
The v component of the current sample position
uvFilterSize (uf) float2 0.0, 0.0 outputinputconnectablehidden
The sample (filter) size
uvFilterSizeX (ufx) float 0.0 outputinputconnectablehidden
The X size of the filter (sample)
uvFilterSizeY (ufy) float 0.0 outputinputconnectablehidden
The Y size of the filter (sample)
filterSize (fs) float3 0.0, 0.0, 0.0 outputinputconnectablehidden
The sample (filter) size
filterSizeX (fsx) float 0.0 outputinputconnectablehidden
The X size of the filter (sample)
filterSizeY (fsy) float 0.0 outputinputconnectablehidden
The Y size of the filter (sample)
filterSizeZ (fsz) float 0.0 outputinputconnectablehidden
The Z size of the filter (sample)
outColor (oc) float3 0.0, 0.0, 0.0 outputconnectable
Out Color. To use this node as an environment map, connect Out Color to the Reflected Color attribute of a specular shader, such as Blinn or PhongE.
outColorR (ocr) float 0.0 outputconnectable
The R component of the output value
outColorG (ocg) float 0.0 outputconnectable
The G component of the output value
outColorB (ocb) float 0.0 outputconnectable
The B component of the output value
outAlpha (oa) float 0.0 outputconnectable
The standard output value for bump and displacement mapping