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BoxMapCapture

The BoxMapCapture Node is needed to render the view from a BoxMapCamera.

While BoxMapCamera represents the virtual camera chassis, the BoxMapCapture represents the virtual film: For capturing the textures the BoxMapCapture is needed.

A BoxMap is similar to an OpenGL-CubeMap, but instead consists of a list of 6 unique textures, each representing the view of one box side. The term BoxMap is used in order to make sure it is not confused with a CubeMap.

BoxMapCapture Node

Reference

The following properties can be configured for this node:

Property Type Description
capture - render group to draw. Model/Canvas/MeshWarp/Grid have an equivalent in which you can choose which group to draw to.
parent - select the camera node from where to render.
dim - sets the texture size of this render pass. Try using sizes like 256x256, 512x512, 1024x1024, 2048x2048.
bgcolor - the background color
mode - the result of the renderpass. 'split' will render our all the different directions as seperate textures, 'line' renders then out in one texture [-x, -z, x, z, -y, y] and 'cross' in one texture in the shape of the cubmap cross
pass - Renderpass. This defines when in a frame-pass (see reference) this Capure node does the rendering. A manual renderpass will only be executed right after loading a project or when pressing the 'manual renderpass button' in the main menu.
blend - allows blending.
antialias - antialiases the output.
Inlet Type Description
properties properties properties | use message [set <propertyPath> <value(s)>] (without node/<nodeName> at the beginning) to set internal properties
Outlet Type Description
left texture left texture
front texture front texture
right texture right texture
back texture back texture
top texture top texture
bottom texture bottom texture
boxmap boxmap boxmap (texture list <texL> <texF> <texR> <texB> <texT> <texG>)
texture texture texture list with only active textures (texture <tex1> ...)
single texture single texture with all box sides backed together

Output Modes

Choosing the Right Mode

The mode property determines how the six captured faces are output:

Mode Output Use Case
split 6 separate texture outlets When you need individual face access for custom processing
line Single texture with faces in a row [-x, -z, x, z, -y, y] Horizontal strip format for certain external tools
cross Single texture in cubemap cross layout Standard cubemap format for export or compatibility

The boxmap outlet always outputs a texture list regardless of mode, which can be directly connected to TextureProjectory or other BoxMap-aware nodes.

Resolution Recommendations

Texture Dimensions

For best performance and compatibility, use power-of-two dimensions:

  • 256×256: Low quality, fast rendering — good for previews
  • 512×512: Medium quality — balanced for most real-time applications
  • 1024×1024: High quality — recommended for production
  • 2048×2048: Very high quality — use when detail is critical

Remember that BoxMapCapture renders 6 faces, so a 1024×1024 setting means 6× the render work compared to a single camera capture.

Use with TextureProjectory

360° Projection Workflow

BoxMapCapture is commonly used with TextureProjectory for 360° content projection:

  1. Set up a BoxMapCamera at your desired viewpoint
  2. Connect BoxMapCapture to the camera via the parent property
  3. Connect the boxmap outlet to TextureProjectory's boxmap inlet
  4. In TextureProjectory, set shader to boxmap or 360VR.single/360VR.multiblend

This enables seamless 360° scene capture from internal rendering or external engines (via Spout/Syphon) projected onto domes, cylinders, or custom geometries.


Important Notes

Render Pass Ordering

If textures appear black or outdated, ensure BoxMapCapture renders in an earlier pass than nodes that consume its output. Adjust the pass property to control render ordering. See Render Groups & Passes for details.

Performance Consideration

BoxMapCapture renders the scene 6 times per frame (once per face). For complex scenes, consider:

  • Reducing dim resolution
  • Using the directions property on BoxMapCamera to render only needed faces
  • Using a manual render pass for static content


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Last updated: 2025-12-01 | Edit this page on GitHub