Environments and cubemaps
These processes provide environment settings and textures. Connect scene contributions to Scene Preprocessor with the rest of the scene, or connect resource outputs to compatible shader inputs.
Environment
Environment emits a Scene with Ambient Color, Ambient Intensity, Exposure EV100, Exposure (stops), Gamma, and optional Fog with Fog Color, Fog Start and Fog End. Render target size supplies an explicit width/height override; leave it zero to use the rendering context’s dimensions.
The downstream scene shader interprets these settings. Environment does not load an image or draw a skybox.
Native image loader
Load a 2D image through Image and emit a GPU Texture. The advertised extensions are PNG, JPG/JPEG, BMP, TGA, WebP and TIF/TIFF. The loader uses Qt image decoding with a TGA fallback and produces an 8-bit RGBA texture.
Use it for PBR Mesh or Material Override texture inputs, shader inputs or the faces of a cubemap. Floating-point HDR loading requires a separate image loader, such as the OpenImageIO-backed process.
Native cubemap loader
Select an Image and choose its Layout (Equirectangular, HorizontalCross, VerticalCross, HorizontalStrip or VerticalStrip) and Resolution. The native cubemap loader converts the source into a cubemap and emits both Cubemap and Scene outputs. The scene contribution sets a skybox resource; the cubemap output can feed a cube-sampler shader directly.
This path uses 8-bit LDR storage and the same advertised image formats as the native image loader. It does not load floating-point .hdr or .exr environments. Qt Quick 3D’s HDR light probes use a separate loading and rendering path.
Cubemap Composer
Connect six texture inputs labeled +X, -X, +Y, -Y, +Z and -Z. The outputs are Cubemap and a skybox Scene contribution. Source images are scaled to a common square face size.
For cubemaps captured from a 3D scene, supply the six rendered views using a Camera Array and render pipeline.
Scene Resource Route
Connect a GPU Texture and select Target Field to emit a partial Scene contribution. Targets are Skybox, IrradianceMap, PrefilteredMap, BRDFLut and ShadowMapArray. The texture kind must match the destination:
| Destination | Required texture kind |
|---|---|
| Skybox, IrradianceMap, PrefilteredMap | Cubemap |
| BRDFLut | 2D texture |
| ShadowMapArray | Texture array |
This routes an existing resource; irradiance computation, environment prefiltering and shadow-map rendering belong to the render pipeline.
For arbitrary named resources rather than predefined environment fields, see Inject Texture and Inject Buffer in Geometry and buffer utilities. See Cameras and lighting for scene capture and shadow setup.