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Rendering Understanding rendering textures > Sphere texture
Environment texture
Environment textures simulate three-dimensional spaces. They can do this by using a series of image files such as Ball, Cube, or Sphere textures; or by using a computer graphic procedure such as Chrome or Sky texture. Typically, you map an environment texture to one of the following:
Environment textures map to directions. Surface textures and solid textures map to positions.
Although you can map an environment texture to other parameters, they may not give the results you expect. Do not map an environment texture to a shader's Bump or Displacement parameter:
Environment texture types
There are several different types of environment textures: ball, chrome, cube, sky, and sphere.
Ball Textures
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The Ball texture uses an image (or series of images) of a highly reflective chrome ball in an environment (real world or computer generated) to re-create that environment. This is possible because the reflections in the chrome ball provide a (nearly) 360 degree view of the environment.
A Ball texture background renders faster than a procedural texture background or a background modeled with surfaces. You can therefore replace a complex background with a Ball texture (by rendering an image of a chrome ball in that environment) to reduce rendering times.
In order to use the Ball environment texture, you must map the texture's Image parameter with the image of a reflective chrome ball in the environment you want to re-create. You should also map the environment's Backdrop parameter with the image of the environment without the chrome ball.
Chrome texture
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The Chrome texture simulates a showroom environment. The texture consists of a ground plane and a sky plane (with fluorescent style light rectangles), and provides a simple but effective environment to simulate reflections off chrome surfaces.
Cube texture
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The cube environment texture simulates an environment by mapping six image files onto the inner surfaces of a cube or box. The size and shape of the texture placement object determines the size and shape of the cube or box.
To use a cube texture to simulate reflections from a real-world or CG environment, from the center of the environment in all six directions either take photographs of (real-world) or render (CG) the environment. Then map a cube texture to a shader's Reflection parameter, and assign the six images to the cube texture. Scale and position the texture placement object so that it corresponds to the dimensions of the original environment. Assign the shader to an object in your scene and render (raycast). The object will appear to accurately reflect the original environment.
One of the advantages of the cube environment texture is that you can blur it without increasing rendering time.
Sky texture
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The Sky texture simulates a planetary environment viewed from the surface of a planet.
If the eye point or view drops below the floor, the Sky texture swatch in the Multi-lister will turn red as a warning. If you render the scene, the floor will appear red. Make sure the eye point is always above the floor (the ground plane).
Sphere texture
The Sphere texture simulates an environment by mapping a texture or image file directly onto the inner surface of an infinite sphere. The best way to create a sphere environment is to use a ramp texture and paint objects onto it, being sure to avoid the poles and edges.
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