Yeah, I tested out the 'transformation' rotations in the ppg  for the 
environment node. I went with what soft changes it to when I put in the correct 
rotations (my env. sphere rotation). I checked it reflected on a test object, 
against the result when ray traced (which reflects my env. sphere). The 
reflection is in a different position than the raytrace. So, the rotation in 
the env. node is not in the same universe as my env. sphere rotations.

How do they relate to each other? Does anyone know?

Thanks,
Nancy

On Aug 2, 2013, at 8:28 PM, Nancy Jacobs <[email protected]> wrote:

> 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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