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				Related nodes. Attributes. 
 The Env Sphere texture simulates an environment by mapping a
 texture or image file directly onto the inner surface of an infinite
 sphere. The best way to create a sphere environment is to use a
 ramp texture and paint objects onto it, being sure to avoid the
 poles and edges.
 You can use the Env Sphere texture as a reflection map, by connecting
 its Out Color attribute to the Reflected Color attribute of an specular
 shader, such as Blinn or PhongE.
 Aside from the attributes listed here, Env Sphere inherits additional
 attributes from TextureEnv.
 
 In the table below, important attributes have their names listed
 in bold in the description column.
| Node name | Parents | Classification | MFn type | Compatible function sets | 
|---|
| envSphere | textureEnv | texture/environment:drawdb/shader/environment/envSphere | kEnvSphere | kBase kNamedObject
 kDependencyNode
 kTextureEnv
 kEnvSphere
 | 
Related nodes
layeredTexture, envCube, envSky, envBall, envChrome, bump3d, uvChooser, bump2d, texture2d, ramp, file, cloth, water, stencil, checker, fractal, bulge, grid, mountain, texture3d, projection, cloud, granite, crater, leather, stucco, brownian, solidFractal, marble, wood, rock, snow, defaultTextureList, place2dTexture, place3dTexture
Attributes (17)
flip, image, imageB, imageG, imageR, infoBits, pointCamera, pointCameraX, pointCameraY, pointCameraZ, refPointCamera, refPointCameraX, refPointCameraY, refPointCameraZ, shearU, shearUV, shearV
| Long name (short name) | Type | Default | Flags | 
|---|
|  | 
| flip(f) | bool | false |     | 
|
|  | 
| image(so) | float3 | 0.5, 0.5, 0.5 |     | 
|
|  | 
|  | 
|  | 
|  | 
| infoBits(ib) | integer | 0 |     | 
|
|  | 
| pointCamera(p) | float3 | 0.0, 0.0, 0.0 |     | 
|
| |  |  | pointCameraX(px) | float | 0.0 |     |  |
 | 
| |  |  | pointCameraY(py) | float | 0.0 |     |  |
 | 
| |  |  | pointCameraZ(pz) | float | 0.0 |     |  |
 | 
|  | 
| refPointCamera(rpc) | float3 | 0.0, 0.0, 0.0 |     | 
|
| |  |  | refPointCameraX(rcx) | float | 0.0 |     |  |
 | 
| |  |  | refPointCameraY(rcy) | float | 0.0 |     |  |
 | 
| |  |  | refPointCameraZ(rcz) | float | 0.0 |     |  |
 | 
|  | 
| shearUV(suv) | float2 | 0.0, 0.0 |     | 
|
|  | 
|  |