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Version: 10.0

Cubemap

The Cubemap section is similar to the Matcap section, but allows you to use a cubemap texture instead of a matcap texture. Cubemaps can be used to simulate reflections and other effects, and avoid some of the projection artifacts that occur with matcaps.

Poiyomi Cubemap

Demonstration of two different Cubemap UV Modes (Left: Skybox) (Right: Reflection).

UV Mode​

Type
Dropdown
Options
SkyboxReflection

Determines which projection mode should be used for the cubemap UV.

Skybox​

Skybox maps the cubemap based on the view direction. This creates a similar result to a Panosphere projection.

Reflection​

Reflection maps the cubemap based on the reflection vectors. This is similar to using a fallback cubemap for Reflections & Specular.

Color​

Type
Color

Tint color applied to the cubemap texture. This color is multiplied with the cubemap texture.

Cubemap​

Type
Texture Slot
Accepts
CubemapsRGB On

Cubemap texture used. This must be in the cubemap format, which can be created from panoramic textures, or from 6 cube faces.

Blending​

Type
Dropdown
Options
ReplaceMultiplyAdd

Defines how the cubemap effect should be blended with the base color.

Blend Alpha​

Type
Range
Range
0to1

How much to blend the Alpha of the Cubemap.

Brightness​

Type
Range
Range
0to5

Intensity of the Cubemap overall.

Emission Strength​

Type
Range
Range
0to20

How much emission to apply to the cubemap.

Smoothness​

Type
Range
Range
0to1

How much smoothing to apply of the Cubemap.

Normal to Use​

Type
Dropdown
Options
PixelVertex

Which normal to use if custom normals are not selected. Pixel normals are normals affected by normal maps, Vertex normals use only the base normals of the mesh. This is useful for applying the cubemap to a mesh that has been deformed by a normal map, while keeping the cubemap smooth.

Masking​

Mask​

Type
Texture Slot
Accepts
Data texturesRGB Off

Mask that defines where to apply the cubemap effect. Black indicates where the cubemap should not be applied, and white indicates where it should be applied.

Hide in Shadow​

Type
Range
Range
0to1

How much to hide the cubemap effect in shadowed areas of the mesh.

Global Mask​

Type
Dropdown
Options
Off1R1G1B1A2R2G2B2A3R3G3B3A4R4G4B4A

Select which Global Mask to use for the Cubemap mask.

Color Adjust​

Color Space​

Type
Dropdown
Options
OKLabdefaultHSV

Choice of Color Space to use for the Hue Shift. By default, it will be set to OKLab.

Learn about the difference of Color Spaces as documented here in Color Adjust.

Select or Shift​

Type
Dropdown
Options
Hue SelectHue Shiftdefault

This dropdown allows you to select how the Color Adjustment should behave when the Hue Shift is used. By default, this will be set to Hue Shift.

Select or Shift Options
  • Hue Select: Directly applies the selected Hue as an override to the entire Cubemap.
  • Hue Shift: Only tints the Cubemap based on the lerped value. This is the default behavior.

Hue Shift Speed​

Type
Float

How much to constantly shift the Cubemap hue with time. A value of 1 will result in a full hue shift cycle every 20 seconds.

Hue Shift​

Type
Range
Range
0to1
Default
0

How much to shift the Cubemap color around the hue circle.

This value is circular, and will have the same result at 0 and 1.

Brightness​

Type
Range
Range
-1to2
Default
0

Adjusts the brightness of the Cubemap.

This increases or decreases brightness directly on top of the existing color, without regard for it's hue or tone.

Contrast​

Type
Range
Range
-1to10
Default
1

Sets the contrast of rich colors on the Cubemap.

Saturation​

Type
Range
Range
-1to10
Default
0

Adjusts the saturation of the Cubemap.

A value of -1 will make the Cubemap color fully de-saturate (grayscale). A value of 0 will not alter the color at all. A value greater than 0 will increase the saturation.

This is implemented as a lerp between the base color and a grayscale version of the base color.