Documentation / Node reference / tex nodes

tex/FileEXR

Loads an OpenEXR image as a high dynamic range texture.

Files

Decodes an OpenEXR (.exr) file into a float texture. The usual use is an equirectangular environment map: drop this inside a geo/Environment and the whole scene is lit by it, or point a material's envMap at it directly.

EXR keeps values well above 1, which is what makes the bright parts of a sky read as a light source rather than as white. Half, float and uint pixel types are all read, and channels are matched by NAME rather than by position, so a file whose channels are stored in another order still comes out with red as red. Mips are prefiltered with the GGX filter by default, which is what the roughness response of a material samples; switch to Box for a plain texture that happens to be HDR.

For Radiance .hdr files use tex/FileHDR instead. Ordinary 8-bit images (JPG, PNG) go through tex/Image.

Parameters

Name Type What it does
path AssetPath Path or URL of the .exr file to load.
mipmapsFilter UInt8 Box · EnvironmentGGX How the mip chain is built. EnvironmentGGX prefilters each level for a roughness value, which is what environment lighting samples; Box is a plain 2x2 average, for an HDR image used as an ordinary texture.
reload Button Decode the file again, picking up a change made on disk since the last cook.

See also

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