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.
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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 > 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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Density |
Defines how much of the sky is occupied with stars. |
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Bias |
A bias on the random brightness distribution |
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Brightness |
Scales the brightness of the stars. Sometimes they are too faint and have to be scaled to become visible. |
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Saturation |
The color saturation of the stars. They have random colors that can be made visible by increasing the saturation. |
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Variation |
Controls how much the brightness varies with time. |
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Twinkle |
The time with which the star’s brightness varies |
Transformations
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X, Y Scaling |
A scaling factor for the stars |
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Rotation |
Rotates the stars about the azimuth. |
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X, Y Translation |
An offset factor for the stars |
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No Ground/Sky Mirror |
Makes the ground a mirror image of the 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 |
Displays 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