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.

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:
- Set up a BoxMapCamera at your desired viewpoint
- Connect BoxMapCapture to the camera via the
parentproperty - Connect the
boxmapoutlet to TextureProjectory's boxmap inlet - In TextureProjectory, set shader to
boxmapor360VR.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
dimresolution - Using the
directionsproperty on BoxMapCamera to render only needed faces - Using a manual render pass for static content
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Quick Start
Get started with BoxMapCapture in minutes
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Complementing BoxMapCapture
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Tutorials
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Community
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Last updated: 2025-12-01 | Edit this page on GitHub