## Environment Shader Presets

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

### 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;

    }

### ConnectEnvironmentShader2 Example

    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;

    }