.. _bpy.types.ShaderNodeTexEnvironment: ************************ Environment Texture Node ************************ .. figure:: /images/render_shader-nodes_textures_environment_node.png :align: right Environment Texture Node. The Node *Environmental Texture* is used to light your scene using an environment map image file as a texture. Inputs ====== Vector Texture coordinate for texture look-up. If this socket is left unconnected, the image is mapped as environment with the Z axis as up. Properties ========== Image Data-Block Image data-block used as the image source. Color Space Type of data that the image contains, either Color or Non-Color Data. For most color textures the default of Color should be used, but in case of e.g. a bump or alpha map, the pixel values should be interpreted as Non-Color Data, to avoid doing any unwanted color space conversions. Texture Interpolation Interpolation method used for the environment texture. The following interpolations are available: .. same as in the Image Texture node Linear Regular quality interpolation. Closest No interpolation, use closest pixel. Cubic Smoother, better quality interpolation. Smart Bicubic when magnifying, otherwise Bilinear is used. This is only available for :doc:`OSL `. Projection Method Allows you to use different types of environmental maps. The following methods are supported: Equirectangular Projection from an Equirectangular photo. Mirror Ball Projection from an orthographic photo or mirror ball. Outputs ======= Color RGB color from the image. Examples ======== .. figure:: /images/render_shader-nodes_textures_environment_example.jpg :width: 200px HDR image from `OpenFootage.net `__.