EnvironmentLight

EnvironmentLights illuminate objects using an image of light from a real-world environment. This image-based lighting is generated using High Dynamic Range (HDR) images.

To use an environment light, you first need to shoot a real life environment as an HDR image. Using the SphericalTransform node, you then convert this image into a spherical mapped image. The sphere is used to surround the 3D objects, so that the mapped image color illuminates them.

Environment light only works with shiny object materials that can reflect the mapped image. It results in a very realistic lighting that makes it easier to integrate the objects into the environment.

See also DirectLight, PointLight, and SpotLight.

Tip:  EnvironmentLight's classic 3D system equivalent is the Environment node.

Inputs and Controls

Connection Type

Connection Name

Function

Input

look An optional input to force the light to "look" at an Axis node.
axis

An optional input to link the position, rotation, scale, and skew of the transformed 3D object(s) to an Axis node, so that the transformation controls on the Axis node override the corresponding controls on this node.

Tip:  If you’ve worked with other 3D applications, you may know the Axis node as a “null” or “locator” object.

Control (UI)

Knob (Scripting)

Default Value

Function

EnvironmentLight Tab

Radius

guide_radius

100000

Unsupported in the current USD library version used in Nuke.

Color

color

1

Sets the color of the light.

Intensity

intensity

1

Sets the brightness of the light as a direct source of light.

Enable Color Temperature

enable_color_temperature

off

Unsupported in the current USD library version used in Nuke.

Color Temperature

color_temperature

1

Unsupported in the current USD library version used in Nuke.

Exposure

exposure

0

Sets the brightness of the light as an indirect or ambient source of light reflected from the environment.

Normalize

normalize

off

Unsupported in the current USD library version used in Nuke.

Diffuse

diffuse

1

Sets the amount of diffuse reflection created by the light, such as light bouncing off soft furnishings and clothing.

Specular

specular

1

Sets the amount of specular reflection created by the light, such as light bouncing off metal and other highly reflective surfaces.

Display

display

wireframe

Adjust the display characteristics of the 3D object. These settings don’t affect the render output of the scene; these are for display purposes only in the 3D Viewer.

off - hides the 3D geometry object.

wireframe - displays only the outlines of the object’s geometry.

solid - displays all geometry with a solid color.

solid + wireframe - displays the geometry as solid color with the object’s geometry outlines.

textured - displays only the surface texture.

textured + wireframe - displays the wireframe plus the surface texture.

Note:  The Viewer node 3D > display setting overrides this control.

Selectable

selectable

on

When enabled, you can make selections as normal in the Viewer. When disabled, points cannot be selected or changed.

file_menu

N/A

Select to import or export a channel file:

Import chan file - import a channel file and transform the object according to the transformation data in the channel file. Channel files contain a set of Cartesian coordinates for every frame of animation in a given shot. You can create and export them using Nuke or 3D tracking software, such as 3D-Equalizer, Maya, or Boujou.

Export chan file - export the translation parameters that you’ve applied to the object as a channel file. This is a useful method of sharing setups between artists.

snap_menu

N/A

Choose what a selection in the Viewer or pivot point is snapped to in the Viewer:

Geo to Selection (position) - the object is snapped to a new position depending on the points selected.

Geo to Selection (position, orientation) - the object is snapped to a new position and orientation depending on the points selected.

Geo to Selection (position, orientation, size) - the object is snapped to a new position, orientation, and size depending on the points selected.

Pivot Point to Selection (position) - the pivot point is snapped to a new position depending on the points selected.

Pivot Point to Selection (position, orientation) - the pivot point is snapped to a new position and orientation depending on the points selected.

Pivot Point to Selection (orientation) - the pivot point is snapped to a new position, orientation, and size depending on the points selected.

Transform Order

xform_order

SRT

Sets the operation order for scale (S), rotation (R), and translation (T). The possible operation combinations are SRT, STR, RST, RTS, TSR, TRS.

Rotation Order

rot_order

ZXY

Sets the order of rotation. The possible axial combinations are ZXY, XYZ, XZY, YXZ, YZX, ZXY, ZYX.

Translate

translate

0, 0, 0

Lets you translate the object along the x, y, and z axes. You can also adjust translate values by clicking and dragging the object in the 3D Viewer.

Rotate

rotate

0, 0, 0

Lets you rotate the object around the x, y, and z axes. You can adjust rotate values by holding down Ctrl/Cmd and dragging in the 3D Viewer.

Scale

scaling

1, 1, 1

Lets you scale the object on the x, y, and z axes.

Uniform Scale

uniform_scale

1

Lets you scale the object simultaneously on the x, y, and z axes.

Skew

skew

0, 0, 0

Lets you skew the object on the x, y, and z axes.

Pivot Translate

pivot_translate

0, 0, 0

When you make changes to a 3D object’s position, scaling, skewing, and rotation, these occur from the location of the object’s origin point or pivot. The pivot translate and rotate x, y, and z controls allow you to move and rotate the pivot point as required - you can even move it outside of the object. Subsequent transformations applied then occur relative to the new pivot point location and rotation.

You can hold down Ctrl/Cmd and drag the pivot point to a new location in the 3D Viewer.

Pivot Rotate

pivot_rotate

0, 0, 0

Local Matrix

specify matrix

useMatrix

N/A

Enable this control to specify matrix values for the object you’re transforming as an alternative to setting transform, scale, skew and pivot values above.

matrix

matrix

N/A

The matrix displays values from the object’s transform, rotate, scale, skew, and pivot controls.

Check specify matrix and copy or drag-and-drop matrix values from another object to apply those values, for example, if you wanted to align objects in a scene.

World Matrix

matrix

matrix

N/A

Displays the world or absolute xyz transform of the node in world coordinates.

Note:  Unlike the Local matrix, you can’t adjust the World matrix manually.

Step-by-Step Guides

Inserting Environment Lights