SphericalTransform calculates conversions between types of environment maps from High Dynamic Range (.hdr) images. For example, you can shoot a real life environment as an HDRI and then use the SphericalTransform node to convert the image into a spherical map. Then use the spherical map to surround 3D objects placed in a scene so that the HDR color mimics the illumination from the environment.
Connection Type |
Connection Name |
Function |
Input |
±X and ±Z |
An environment map you want to convert to another type. Input names vary according to the InputType selected. |
Control (UI) |
Knob (Scripting) |
Default Value |
Function |
SphericalTransform Tab |
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Input Type |
input |
Mirror Ball |
Select the texture map you intend to transform from the dropdown menu. Depending on the type selected, different inputs are exposed on the node. NOTE: SphericalTransform works best if the input and output have square formats, except for LatLongmap which expects a 2:1 aspect ratio. The type you select is dependent on what directional information your textures contain. For example, Cube has +x,+y,+z -x,-y,-z • MirrorBall - A reflective ball, scaled up to fill the available area. • LatLongmap - A 2D texture map. • Cube - A cubic map from an origin with a 90° field of view. • Angularmap180° - A texture map with 180° field of view. • Angularmap360° - A texture map with 360° field of view. • Sphere - A texture-mapped ball from infinitely far away. • 180° fisheye lens - A fish eye lens map with 180° field of view. |
Input Rotation Order |
rot_order |
ZXY |
Sets the operation order for input rotations. This dropdown menu displays all the possible axial combinations: ZXY, XYZ, XZY, YXZ, YZX, ZXY, and ZYX. |
rx |
rx |
0 |
Rotates the input map about the x axis. |
ry |
ry |
0 |
Rotates the input map about the y axis. |
rz |
rz |
0 |
Rotates the input map about the z axis. |
Output Type |
output |
Lat Long map |
Select the type of output map. See options under Input Type above. NOTE: SphericalTransform works best if the input and output have square formats, except for LatLongmap which expects a 2:1 aspect ratio. |
Output Rotation Order |
out_rot_order |
ZXY |
Sets the operation order for output rotations. This dropdown menu displays all the possible axial combinations: ZXY, XYZ, XZY, YXZ, YZX, ZXY, ZYX. |
rx |
out_rx |
0 |
Rotates the output map about the x axis. Rotating the output is useful for outputting different sides of cube and angular texture maps. |
ry |
out_ry |
0 |
Rotates the output map about the y axis. Rotating the output is useful for outputting different sides of cube and angular texture maps. |
rz |
out_rz |
0 |
Rotates the output map about the z axis. Rotating the output is useful for outputting different sides of cube and angular texture maps. |
output format |
format |
root.format |
Select the format to which you want to output the environment map. If the format does not yet exist, you can select new to create a new format from scratch. The default setting, root.format, resizes the image to the format indicated in the Project Settings. |
filter |
filter |
Cubic |
Select the filtering algorithm to use when remapping pixels from their original positions to new positions. This allows you to avoid problems with image quality, particularly in high contrast areas of the frame (where highly aliased, or jaggy, edges may appear if pixels are not filtered and retain their original values). • Impulse - remapped pixels carry their original values. • Cubic - remapped pixels receive some smoothing. • Keys - remapped pixels receive some smoothing, plus minor sharpening (as shown by the negative -y portions of the curve). • Simon - remapped pixels receive some smoothing, plus medium sharpening (as shown by the negative -y portions of the curve). • Rifman - remapped pixels receive some smoothing, plus significant sharpening (as shown by the negative -y portions of the curve). • Mitchell - remapped pixels receive some smoothing, plus blurring to hide pixelation. • Parzen - remapped pixels receive the greatest smoothing of all filters. • Notch - remapped pixels receive flat smoothing (which tends to hide moire patterns). • Lanczos4, Lanczos6, and Sinc4 - remapped pixels receive sharpening which can be useful for scaling down. Lanczos4 provides the least sharpening and Sinc4 the most. |