Open topic with navigation
The Texture environment affects the environment's illumination and color. This node can add an HDRIAn image which presents more than 8 bit per color channel unlike most common image formats. environment texture to the scene for illumination. You can access it by right-clicking in the Nodegraph Editor, navigating to the Environments category, and then choosing Texture Environment.
Figure 1: Selecting the Texture environment option from the Nodegraph Editor
The Texture color swatch can scale from white to black as a uniform color for scene illumination.
Figure 2: Texture is used to shade the background illumination
You can use a High Dynamic Range ImageAn image which presents more than 8 bit per color channel unlike most common image formats. (HDRI) map as a texture environment. To use an HDRI file as the environment, connect an RGB Image node to a Texture Environment node's Texture pin, then load the image file when you're prompted.
Figure 3: Loading an RGB image as the texture
The following parameters adjust the Environment map's degree of illumination as it is applied on the scene.
Power - Changes the HDRI image's brightness.
Importance Sampling - Enables quicker convergence (noise reduction) for HRDI images by applying importance to certain areas of the HDRI, which prioritizes areas to resolve sample rays more often than other areas.
Medium - This parameter accepts an AbsorptionDefines how fast light is absorbed while passing through a medium., ScatteringDefines how fast light gets scattered when traveling through the medium., or Volume medium node to create volume/fog effects across the scene. For more information, see the Volume Fog Effects topic under the Effects Overview category in this manual.
Medium Radius - Adjusts the medium's scale.
Medium Light Pass mask - Enables or disables lights on the scattering environment medium.
Backplate - Generates a cutout rendering where foreground elements are positioned in the scene.
Reflections - Generates the Planetary environment in scene object reflections.
Refractions - Generates the Planetary environment in scene object refractions.
In some cases, shadows cast when using an HDR image in the Texture Environment node turn out too soft. In these situations, combine the HDR image with the Daylight Environment node instead of using the Texture Environment (Figure 5). Figure 6 shows a comparison between using the Texture environment to light a scene and using Daylight Environment with an HDR image as the Sky texture.
Figure 5: Using a Daylight Environment node with an HDRI image as the Sky texture
Figure 6: Comparison of shadow quality between Texture Environment only (left) and Daylight Environment with a sky texture (right)
Open topic with navigation
Kufungua mada na urambazaji Mazingira ya texture huathiri mazingira ya taa na rangi. Node hii inaweza kuongeza picha ya HDRIAn ambayo inatoa zaidi ya bit 8 kwa kila kituo cha rangi tofauti na muundo wa picha wa kawaida. mazingira texture kwa eneo kwa ajili ya taa. Unaweza kupata kwa kubonyeza haki katika Mhariri Nodegraph, kuhamia kwa jamii Mazingira, na kisha kuchagua Texture Mazingira. "Kichwa cha picha: ""Mtazamo wa mazingira ya texture"" kutoka kwa Mhariri wa Nodegraph: ""Mfano wa rangi ya texture inaweza kupanda kutoka nyeupe hadi nyeusi kama rangi ya kawaida kwa mwangaza wa eneo." Picha ya nyuma ya picha ya nyuma ya picha ya nyuma ya picha ya nyuma ya picha ya nyuma ya picha ya nyuma ya picha ya nyuma ya picha ya nyuma ya picha ya nyuma ya picha ya nyuma ya picha ya nyuma ya picha ya nyuma ya picha ya nyuma ya picha ya nyuma ya picha ya nyuma ya picha ya nyuma ya picha ya nyuma ya picha ya nyuma ya picha. (HDRI) ramani kama mazingira texture. Ili kutumia faili ya HDRI kama mazingira, kuunganisha RGB picha node kwa Texture mazingira node ya pini, kisha kupakia faili ya picha wakati wewe ni aliuliza. Picha ya RGB: Kupakia picha ya RGB kama texture: Hatua zifuatazo za kurekebisha kiwango cha mwangaza wa ramani ya mazingira kama inatumika kwenye eneo. - Nguvu hubadilisha mwangaza wa picha ya HDRI. "Kupunguza ""sauti"" kwa njia ya ""sauti"" kwa kutumia picha za HDI, na kuamua maeneo ya HDI ambayo yanahitaji kuonekana zaidi kuliko maeneo mengine." Medium - parameter hii inakubali AbsorptionDefines jinsi haraka mwanga ni absorbed wakati wa kupita kupitia kati., ScatteringDefines jinsi haraka mwanga anapata kutawanyika wakati wa kusafiri kupitia kati., au Kiasi kati node kuunda kiasi / ukungu athari katika eneo. Kwa habari zaidi, angalia Volume Fog Athari mada chini ya Athari Overview jamii katika mwongozo huu. Medium Radius - Adjusts kiwango cha kati ya. Medium Light Pass mask - Inawezesha au inazuia taa kwenye mazingira ya kutawanyika kati. Backplate - Inazalisha cutout kutoa ambapo mambo ya mbele ni nafasi katika eneo hilo. Reflections - Inazalisha mazingira ya sayari katika picha ya kitu cha eneo. Refractions - Inazalisha mazingira ya sayari katika refractions ya kitu cha eneo. Katika baadhi ya kesi, vivuli kutupwa wakati wa kutumia HDR picha katika Texture Mazingira node kugeuka nje laini sana. Katika hali hizi, kuchanganya HDR picha na Daylight mazingira node badala ya kutumia Texture mazingira. Picha ya 6 inaonyesha kulinganisha kati ya kutumia mazingira ya texture ili kuangaza eneo na kutumia mazingira ya mwanga wa mchana na picha ya HDR kama texture ya anga. Picha ya 6 - Ulinganisho wa ubora wa kivuli kati ya mazingira ya texture tu (kushoto) na mazingira ya mwanga wa mchana na texture ya anga (kulia)