| Tiling | Render Tree Usage | Physical Sky (mia)
Category: Environment
Shader Family: Environment
Output: Color
Can be used as a texture, environment, or lens shader. Applied to a texture shader, it creates a texture wrapped on an infinite
sphere around the scene.
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The shader's name. Enter any name you like, or leave the default.
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Spherical Environment
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Defines an image clip to use. Click to open a property page for the image clip being presently used. To retrieve a new clip, click and indicate whether you wish to create a new clip or create one from a source.
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This window displays the selected image. You can right-click the image to access the Image Clip Property Editor. If the image
is a sequence, use the playback controls to play the sequence image.
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Defines the sphere's rotation from its center.
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Tiling
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Enable tiling for the spherical map.
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Transform
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Controls the scaling, rotation and translation of the spherical map in X, Y and Z.
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Repeats
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Contains the repetition factor in X,Y, and Z. A value of 2, for example, shrinks the texture so that it fits twice in a [0..1]
interval.
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Texture Offset
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Offsets the texture in X, Y, and Z
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Alternate
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Specifies whether every other copy of the repetition should be reversed so that the successive copies of the texture are alternated.
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Wrap
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When checked, the texture will wrap in the desired direction beyond the projection.
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UV Remap
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Determines the remapping of the texture image. For a 2D image, only X and Y are used.
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Render Tree Usage
This shader can only be connected to the material node's Environment parameter to create an environment map. To create reflection
maps, try using an Image shader and connecting it to the Reflection input of the surface shader.