Geometry & 3D node new in 3.1

Environment Map

The world around a 3D Scene — put it inside one. Every surface reflects it: metal becomes a mirror of the room, glossy paint catches its lamps as bright glints that slide as the camera moves, and its light fills the shadows with colour. Choose a built-in room (Studio softboxes, Overcast, Clear Day, Sunset, Night, Neon Tubes, Warehouse, Ring Light) or cable your own Image, which then replaces it: a panorama (Equirectangular), a photo of a mirror ball, or any picture or live feed wrapped round. Rough surfaces see it blurred, smooth ones sharp. Rotation turns the world; Background shows it behind the scene. While it is in the scene it replaces the plain Ambient sky.

Inputs

PortTypeDefault
EnableOff: the scene goes back to its plain Ambient sky.booltrue
SourceThe built-in room every surface reflects: Studio softboxes, Overcast, Clear Day, Sunset, Night, Neon Tubes, Warehouse lamp rows or a Ring Light. A cabled Image replaces it.int0
ImageYour own world: a panorama, a mirror-ball photo or any picture or live feed. Cabled, it replaces the Source room; set how to read it in Projection.image—
ProjectionHow the Image covers the world. Equirectangular: a 2:1 panorama. Mirror Ball: a photo of a chrome ball. Wrap: any picture wrapped round once, its centre in front.int0
RotationTurns the world round the vertical axis, degrees — slide the lamps across the surfaces. Cable an LFO for a slow sweep.float0
ExposureBrightness of the whole environment in stops: +1 doubles, −1 halves (reflections, fill light and background).float0
ReflectionsHow strongly surfaces mirror the world. Metal reflects it fully; plastic and stone mostly at grazing angles.float1
DiffuseHow much light the world casts into the shadows and onto matte surfaces. 0 = reflections only.float1
HighlightsBrightness of the room's lamps, sun and moon (1 = as designed). For an Image it lifts the brightest pixels above white so they glint.float1
BlurSoftens every reflection, 0…1, on top of each surface's own Roughness.float0
SaturationColour of the world: 0 = grey, 1 = as it is, 2 = vivid.float1
TintColours the whole world (white = unchanged).color—
BackgroundShows the world behind the scene instead of the Background colour.boolfalse
Background BrightnessBrightness of the backdrop alone, so a bright room can stay dim behind the objects.float1
Background BlurBlurs the backdrop, 0…1 — a soft, out-of-focus room.float0

Open Environment Map in the interactive catalog →

Environment Map is one of 381 nodes in Grafit Pro.

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