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CubeMap Node

By Kriss Norde

The CubeMap combines six faces into a cubic environment map. Main uses: skybox (sky/horizon), reflection maps for chrome materials, refraction maps. It accepts either 6 separate images or a cross layout (vertical or horizontal).

Overview

CubeMap wraps a geometry with an environment texture projected from 6 directions (front, back, left, right, top, bottom). The classic reference for environment mapping in real-time 3D.

Typical use:

  • Skybox - the distant backdrop (sky, horizon) visible in every direction.
  • Reflection map - connected to a Reflect node so a chrome material reflects the environment.
  • Refraction map - environment seen through transparent glass.

Where to find this node

  • Effects Library: Tools > 3D > Texture > CubeMap
  • Quick add: right-click in the Node Editor → Add Tool > 3D > Texture > CubeMap

Layouts of the 6 faces

Separate Images
6 individual inputs: left, right, top, bottom, front, back. Use it when each face is a separate file (typical of game skyboxes).
Vertical Cross (3:4 ratio)
A single 2D image unfolded as a vertical cross. Center column from top to bottom: top, front, bottom, back. Left arm: left. Right arm: right. Height/width ratio = 4/3.
Horizontal Cross (4:3 ratio)
Same principle but unfolded horizontally. 4/3 width/height ratio. The most compatible choice with other 3D tools.

Inputs

Depends on the selected Layout:

  • Separate Images → 6 inputs (one image per face).
  • Vertical / Horizontal Cross → a single input (cross image).

Setup

Classic workflow for a reflection map:

Loader (HDRI cubemap cross) ──→ CubeMap ──→ Reflect (Reflection Color) ──→ ...

Workflow for a skybox:

CubeMap (6 sky faces) ──→ Shape 3D Sphere (inside-out, very large) ──→ Merge 3D

Controls tab

Layout
Picks the input format: Separate Images / Vertical Cross / Horizontal Cross. Dynamically changes the number of visible inputs.
Coordinate System
Reference system for the texture orientation (see the dedicated section).
Rotation X / Y / Z
Dials to orient the texture precisely around the 3 axes. With the order buttons (XYZ, YXZ…) to sequence the rotations.
Warn About Bad Dimensions
Warns in the console if a cross layout source does not have the right proportions (3:4 or 4:3 ratio expected).

Coordinate System: Model / World / Eye

Sets how the environment behaves when the geometry or the camera moves:

Model
Coordinates local to the object. The texture "turns with the object" - a rotating object sees its texture rotate with it. Rarely what you want for a reflection map.
World
Global scene coordinates. The texture is fixed in space - a moving object sees the environment slide by (realistic behavior for a skybox or a reflection map).
Eye
Coordinates relative to the camera. The texture follows the camera. A special effect, rarely used.

Rule: World for most cases (skybox, reflection map). Model if you want the texture to stick to the object. Eye for special effects.

Use cases

  • Reflection map for chrome / metal - CubeMap (HDRI environment) → Reflect (Reflection Color) → Cook Torrance → Shape 3D. A convincing chrome render.
  • Inside-out sphere skybox - CubeMap connected to a large inverted sphere (whose normals point inward). The camera sits inside and sees the skybox texture all around.
  • Refraction map for glass - CubeMap on the Refraction Color input of Reflect = the environment appears correctly distorted through the glass.
  • Importing a video game skybox - many games ship skyboxes as 6 separate images. Use the Separate Images layout to import them as is.
  • Convert a 360° HDRI → CubeMap - if you start from an equirectangular HDRI (2:1), use Sphere Map rather than converting. But if you already have a cross cubemap, CubeMap is the right node.

Tips

  • Strict dimensions for cross layouts - the 3:4 (vertical) or 4:3 (horizontal) ratio must be exact. Enable Warn About Bad Dimensions to be warned.
  • World coordinates by default for reflections and skyboxes. That is what you want 95% of the time.
  • Rotation to line up the skybox - by default the orientation may not match what you want (sun in the wrong direction). Use the Y dial to rotate it.
  • HDRI as float EXR for high dynamic range reflections (the sun keeps its light energy in the reflections). A standard JPG is enough for a basic look.
  • CubeMap vs Sphere Map - Sphere Map accepts a 2:1 equirectangular image directly (easier to find as an HDRI). CubeMap needs a cubic format. Choose based on what your source is.
  • For a slightly moving skybox (rotating stars, drifting clouds), animate the Rotation rather than the geometry of the skybox sphere.