Introduction
In this chapter we'll cover the environment overrides settings. They specify colors or texture maps to be used during GI and reflection/refraction calculations. If a color/map is not specified, the background color specified in the Environment settings of the current camera is used. They are located in the SettingsEnvironment plugin.
Parameters
- bg_color - Environment color
- bg_tex - Sets a map to act as a background during rendering. If a texture is specified, it will override the bg_color.
- bg_tex_mult - Environment map multiplier
- gi_color - GI (skylight) color
- gi_tex - GI (skylight) map. Sets a map to be used during Indirect Illumination(GI) calculation. The effect of changing the GI texture is similar to skylight. If a texture is selected, it will override the gi_color.
- gi_tex_mult - GI (skylight) map multiplier
- reflect_color - Reflection color
- reflect_tex - Sets a texture to be used during calculations of reflections. If a texture is selected, it will override the reflect_color.
- reflect_tex_mult - Reflection map multiplier
- refract_color - Refraction color
- refract_tex - Sets a texture to be used during calculations of refractions. If a texture is selected, it will override the refract_color.
- refract_tex_mult - Refraction map multiplier
- secondary_matte_color - Secondary matte color. This option is available only when use_secondary_matte is true.
- secondary_matte_tex - Sets a texture to be used during calculations of reflections/refractions of matte objects. This option is available only when use_secondary_matte is true.
- secondary_matte_tex_mult - Secondary matte texture map multiplier
- environment_volume - A list of objects - environment volumes for the scene
- num_environment_objects - Used for implementing image planes
- global_light_level - A global light level multiplier for all lights
- use_bg - Whether to set the background color/map
- use_gi - Whether to set the GI color/map
- use_reflect - Whether to set the reflect color/map
- use_refract - Whether to set the refract color/map
- use_secondary_matte - Whether to use the secondary matte color/map
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Examples
Background texture
A color or map used in the background during rendering.

GI texture
A color or map used during Indirect Illumination(GI) calculation. The image on the right is more yellow and brighter than the Sky image override used in the image on the left.

GI Texture set to Sky |

GI Texture set to default color (HSV 210, 0.2, 1) |
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GI texture override effect on GI Render Element
More sky-appropriate lighting coloration seen in Sky texture GI override than in the single default color override.

GI Texture set to Sky |

GI Texture set to default color (HSV 210, 0.2, 1) |
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Reflection texture
A color or map used during calculations of reflections.

More variation in color seen in beauty pass when using the HDR texture to drive the Reflection override.

Reflection Texture set to Env_Refl.hdr |

Reflection Texture set to default color (black) |
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Reflection texture override effect shown in the Reflection Render Element. More detail and contrast seen when using the HDR texture as opposed to just a black environment.

Reflection Texture set to Env_Refl.hdr |

Reflection Texture set to default color (black) |
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Refraction texture
A color or map used during calculations of refractions. The V-Ray Sky works well for refractions because it’s optimized for jobs like this.
More variation in color seen in beauty pass when using the V-Ray Sky to drive the Refraction override.

Refraction Texture set to V-Ray Sky |

Refraction Texture set to default color (black) |
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Refraction texture override effect shown in the Refraction Render Element. More natural feel when using the Sky texture as opposed to just black.

Refraction Texture set to Sky |

Refraction Texture set to default color (black) |
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