Hey. Is there a way to somehow connect my actual mapped environment sphere to 
the environment node on a material shader, so that the node will read the 
rotation of the image?

I'm trying to get some cheap reflections from my environment. I know to put an 
environment node on the clusters where I want reflections, and switch the 
reflection mode to environment. The problem is that I need to align the image 
rotation there with the rotation of the environment sphere I've been working 
on. 

The transformation parameters in the environment node (rotation) don't seem to 
hold the values I type in. So I don't quite trust them. Using the values they 
change to doesn't look correct. I have a null rotating my environment spheres 
from world 0,0,0. But the env. sphere will be rotating in the scene animation 
(relativity!) and so I will need to animate any parameter which maps the 
environment to match this rotation. 

I'd like to find some way to be sure the environment node (or pass shader if i 
go that way) matches the environment sphere I have set up, and follows that 
rotation.
 
Surely you've all run into this problem before, as the alternative seems to be 
ray tracing the reflections, which slows the render to a crawl.

Thanks,
Nancy

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