Environment Texture Node
![../../../_images/render_shader-nodes_textures_environment_node.png](../../../_images/render_shader-nodes_textures_environment_node.png)
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
Image data-block used as the image source. Additional settings can be found in Common Image Settings.
: These include options to control the alpha channel along with addition options for the color space. These addition options are documented with the rest of- 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:
- 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 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
![../../../_images/render_shader-nodes_textures_environment_example.jpg](../../../_images/render_shader-nodes_textures_environment_example.jpg)
HDR image from OpenFootage.net.