List of available Environment Shader presets. Environment shaders are
used instead of surface shaders when a visible ray leaves the scene
entirely without intersecting an object or when the maximum ray
depth is reached. For example, an environment shader might evaluate
a texture mapped on an imaginary infinite sphere enclosing the
scene. Environment shaders can also be used to light a scene with a
high dynamic range image.
For more information, see
the user guide
Note | See Shader Presets for a list of different shader preset types. Also see Alphabetical Listing of All Shader Presets for a complete list of available shaders. |
Preset | Shaders |
---|---|
Environment\Cubic_mapping_6.Preset | Six Map Cubic
Environment mental ray Shader. See the Softimage.sib_env_cubic6.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectEnvironmentShader Example |
Environment\Environment.Preset | sib_environment output
parameter See the Softimage.sib_environment.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectEnvironmentShader Example |
Environment\Tool\Cubic1.Preset | mib Lookup Cube 1 mental
ray Shader. See the Softimage.mib_lookup_cube1.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectEnvironmentShader Example |
Environment\Tool\Cubic6.Preset | mib Lookup Cube 6 mental
ray Shader. See the Softimage.mib_lookup_cube6.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectEnvironmentShader Example |
Environment\Tool\Spherical.Preset | mib Lookup Spherical
mental ray Shader. See the Softimage.mib_lookup_spherical.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectEnvironmentShader Example |
Environment\mental images\mia_Environment_Blur.Preset | mia
Environment Blur mental ray Shader. See the Softimage.mia_envblur.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectEnvironmentShader Example |
Environment\mental images\mia_Physical_Sky.Preset | mia
Physical Sky mental ray Shader. See the Softimage.mia_physicalsky.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectEnvironmentShader Example |
Environment\mental images\mip_Gray_Ball.Preset | mip
Grayball mental ray Shader. See the Softimage.mip_grayball.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectEnvironmentShader Example |
Environment\mental images\mip_Mirror_Ball.Preset | mip
Mirrorball mental ray Shader. See the Softimage.mip_mirrorball.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectEnvironmentShader Example |
Environment\mental images\mip_Rayswitch_Environment.Preset | mip
Rayswitch Environment mental ray Shader. See the Softimage.mip_rayswitch_environment.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectEnvironmentShader Example |
Environment\soft3d\Legacy_Atmosphere.Preset | ozlib_env_r_atm mental ray
Shader. See the Softimage.Env_Atmosphere_tx3.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectEnvironmentShader Example |
Environment\soft3d\Legacy_Ball.Preset | oz_env_r_ball mental
ray Shader. See the Softimage.ENV_BALL_TX3.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectEnvironmentShader Example |
Environment\soft3d\Legacy_Cubic.Preset | oz_env_r_cubic
mental ray Shader. See the Softimage.Env_Cubic_tx3.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectEnvironmentShader Example |
Environment\soft3d\Legacy_Day.Preset | oz_env_r_horizon_day
mental ray Shader. See the Softimage.Env_Horizon_Day_tx3.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectEnvironmentShader Example |
Environment\soft3d\Legacy_Map.Preset | oz_env_r_horizon_map
mental ray Shader. See the Softimage.Env_Horizon_Map_tx3.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectEnvironmentShader Example |
Environment\soft3d\Legacy_Night.Preset | oz_env_r_horizon_night mental
ray Shader. See the Softimage.Env_Horizon_Night_tx3.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectEnvironmentShader Example |
Environment\soft3d\Legacy_Sphere.Preset | oz_env_r_sphere
mental ray Shader. See the Softimage.Env_Sphere_tx3.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectEnvironmentShader Example |
function ConnectEnvironmentShader( in_preset ) { NewScene( null, false ); var obj = Application.ActiveSceneRoot.AddGeometry("Cube","MeshSurface"); Application.Selection.SetAsText(obj); var oShader = SIApplyShaderToCnxPoint(in_preset, obj.Material.environment, null, false); if (!oShader) { return null; } return (oShader.Type == "XSICollection") ? oShader(0) : oShader; } |
function ConnectEnvironmentShader2( in_preset ) { NewScene( null, false ); var obj = ActiveProject.ActiveScene.PassContainer.AddPass( "Pass", "MyTestNode" ); SIApplyShaderToCnxPoint(in_preset, "Passes.MyTestNode.EnvironmentShaderStack", null, false); var oShader = obj.GetAllShaders(); return (Application.ClassName(oShaderColl) == "ShaderCollection") ? oShaderColl(0) : oShaderColl; } |