CubeMap¶
Loads images files and transforms them into cubemaps.
Cubemaps are used by the SkyBox and Material nodes.

Environment Mapping for 3D Scenes
CubeMap loads and converts image files into OpenGL cubemap textures. These 6-faced environment maps are essential for creating skyboxes (360° backgrounds) and reflective materials. Load pre-made cubemap images or generate them dynamically from cross-shaped texture inputs.
Reference¶
The following properties can be configured for this node:
| Property | Type | Description |
|---|---|---|
imagefile |
- | loads the file from ~_assets/_textures/_cubemaps |
filewatch |
- | loads automaticaly a changed image file |
pass |
- | select the renderpass |
| Inlet | Type | Description |
|---|---|---|
| properties | properties | properties | use message [set <propertyPath> <value(s)>] (without node/<nodeName> at the beginning) to set internal properties |
| cross | texture | cross shape texture holding the 6 faces of the cube |
| Outlet | Type | Description |
|---|---|---|
| cubemap | cubemap | cubemap texture |
How Cubemaps Work¶
Six-Faced Environment Texture
A cubemap consists of 6 square textures representing the inside faces of a cube:
| Face | Direction | Description |
|---|---|---|
| +X | Right | Positive X axis |
| -X | Left | Negative X axis |
| +Y | Top | Positive Y axis (up) |
| -Y | Bottom | Negative Y axis (down) |
| +Z | Front | Positive Z axis |
| -Z | Back | Negative Z axis |
When rendered on a SkyBox, these create a seamless 360° environment around the viewer.
Cross Layout Format¶
Understanding the Cross Shape
Cubemap images are typically stored in a "cross" layout:
This unfolds the cube into a flat image. When loading via the cross inlet, provide a texture in this arrangement, and CubeMap will automatically extract and orient the six faces.
Loading Cubemaps¶
Two Ways to Load
From file:
- Place your cubemap image in
~/_assets/_textures/_cubemaps/ - Select the file via the
imagefileproperty - Enable
filewatchto auto-reload if the file changes
From texture inlet:
- Generate or load a cross-shaped texture (e.g., from BoxMapCapture in "cross" mode)
- Connect it to the
crossinlet - The CubeMap node converts it to a proper cubemap format
CubeMap vs BoxMap¶
Understanding the Difference
| Feature | CubeMap | BoxMap |
|---|---|---|
| Format | Single OpenGL cubemap texture | 6 separate textures |
| Source | Image file or cross texture | BoxMapCapture output |
| Use with | SkyBox, Material | SPARCK internal rendering |
| Best for | Pre-rendered environments | Real-time 360° capture |
BoxMap is SPARCK's internal format for 360° rendering. CubeMap is the standard OpenGL format for environment mapping.
Common Uses¶
Where to Use Cubemaps
Skybox backgrounds:
- Connect CubeMap to SkyBox to create immersive 360° backgrounds
- The skybox renders behind all other 3D content
Reflective materials:
- Connect CubeMap to Material nodes for environment reflections
- Creates realistic shiny/metallic surface appearances
Important Notes¶
File Locations
Supported formats: Standard image formats (PNG, JPG, TIFF, etc.) in cross layout.
-
Quick Start
Get started with CubeMap in minutes
-
Complementing CubeMap
-
Tutorials
-
Community
Need help or want to suggest improvements?
Last updated: 2025-12-01 | Edit this page on GitHub