Shader Type: Environment (Legacy)
Output: Color (RGB) value
Creates an environment that consists of an infinitely stretching texture-mapped sky with a similar infinitely stretching texture-mapped ground parallel to it.
You can make very convincing outdoor desolation effects using this shader. You can change the sky and the ground colors, and place and blend the texture map in variety of ways. You generate clouds using a fractal function that you can animate to simulate convincing moving sky effects.
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No render tree connections are possible with this shader. |
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Name |
The shader’s name. Enter any name you like, or leave the default. |
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Zenith |
The base color of the sky directly overhead |
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Horizon |
The color of the sky at the horizon |
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Horizon/Zenith Bias |
The bias between Horizon and Zenith color. A value greater than 0.5 results in the sky color being more inclined to the Zenith color than the Horizon color, and vice versa. |
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Y Rotation |
The rotation of the sky around the center of the zenith |
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Cloud Color |
The color of the clouds. Mars has red ones, we like white ones. |
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Cloud Limit |
There are no clouds below this angle. The angle is measured positively from the horizon toward the zenith, in degrees. This parameter may be used to reduce any aliasing problems that may arise on the horizon. |
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Cloud Diffusion |
Controls how much the clouds have diffused in the sky. A high value results in thin clouds; a low value gives the appearance of thick clouds. This parameter in conjunction with Cloud Limit can be used to simulate atmospheric haze. |
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Offset |
Here, Width and Depth control the offset in the cloud texture in the X and Z directions, respectively. If the clouds are to move in a general direction (due to heavy winds in the troposphere, presumably), these are the values to animate. |
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Amplitude |
Defines the cloud fractal’s amplitude. Note that this is only the amplitude of the first iteration, and successive iterations may raise the local amplitude further. |
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Ratio |
The amplitude decay of the fractal iterations. It is defined as the ratio of the amplitudes of two successive iterations. For values less than 1, successive iterations will have decreasing amplitude; for values greater than 1, they increase in amplitude and the fractal becomes unbounded. |
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Iterations |
Clouds are soft, so few iterations are necessary. |
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Turbulence |
Creates a more turbulent-looking cloud fractal. |
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Animate |
Makes the clouds animatable with the time parameter. |
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Animation Speed |
Only activated once you check the Animate option. Defines the speed of the animation. |
Transformations
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X, Y Scaling |
The clouds are placed on the planet using a lollipop mapping. This means there will be stretching and a seam at the South pole (negative Y direction). Scaling is in kilometers for convenience, so that a scaling of 1 gives the clouds’ largest features 1-km diameter. |
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Rotation |
Rotates the fractal; useful for eliminating visual artifacts due to repetitiveness in the fractal. |
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X, Y Translation |
Offsets the cloud fractal. This can be animated to produce a wind effect. |
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Sky Mirror |
Makes the ground a mirror image of the sky (ceiling). |
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RGB Intensity |
Uses the intensity of the color in the texture file to determine the blend. |
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Alpha Channel |
Uses the alpha channel of the texture file to determine the blend. |
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None |
No blending. The texture dominates. |
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Real Ground |
Causes the texture to do some additional calculations for the ground to allow it to be at a finite distance. In fact, the ground is placed at the Y position 0. This allows objects to change appearance as they move along the ground. Also, the effect of Ground Limit and Ground Diffuse change, and only the Ground Horizon color is used as a background color to the texture. Otherwise, both the sky and the ground are infinitely far away in all directions so that translations have no effect. |
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Base Color |
Defines the color of the ground center, directly below you or the camera. |
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Horizon Color |
Defines the color of the ground nearest to the horizon. |
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Horizon/Base Bias |
The bias between the Base Color and the Horizon Color. |
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Limit |
There is no texture displayed in the angular sector that this value defines. The angle is measured positively from the horizon toward the base, in degrees. When “Real Ground” is selected, however, this limit is not in degrees but in units of “distance.” This is a product of the distance to the point on the texture and how obliquely the ray strikes the texture. So, if the texture is either far away, or viewed at an oblique angle, or both, it is “distant.” In this case, try values of 500-1000 to start with. |
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Diffusion |
Increasing this value blends the area outside the Ground Limit into the ground texture, producing a smooth transition between them. Essentially, the base ground color is allowed to exponentially diffuse into the texture. This gives the texture a hazy appearance as it approaches the horizon. When “Real Ground” is on, the effect is slightly different. Then this value specifies the number of units of “distance” over which the Ground Horizon color blends into the ground texture. |
Transformations
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X, Y Scaling |
Width and Depth determine the scaling of the Ground Texture in the X and Z directions, respectively. High values stretch the texture while lower ones make the texture repeat more often. |
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X, Y Rotation |
Rotates the X and Y direction. |
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X, Y Translate |
Here Width and Depth control the offset in the Ground Texture in the X and Z directions, respectively. |
Autodesk Softimage v.7.5