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Textures & environments

The Texture / Environment column on the Texture tab loads an image into a light, or shows the environment shader a Portal light is linked to.

Light type The cell holds
RS Infinite, Point, Spot, Area A texture image
RS Dome An HDRI or other image
RS IES The IES profile
RS Portal The linked environment shader
RS Physical Sun Nothing — the cell is empty

The cell looks like Cinema 4D’s own file field: the path on the left — shortened from the start when it doesn’t fit, so the file name stays visible — then an Asset Browser button and a folder button.

Texture / Environment cells with their Asset Browser and folder buttons: Softbox with a .png, Sky with an .exr, Moon empty

To… Do this
Choose a file Click the folder button. The file browser opens in the current texture’s folder
Pick from the Asset Browser Click the Asset Browser button, then select an image asset in the Asset Browser
Get more options Click the field itself (see below)
Load by dragging Drag an image file from Explorer or Finder onto the light’s row

Clicking the field opens a menu:

Item What it does
Browse Files… Choose a file
Pick from Asset Browser… Open the Asset Browser and use the asset you select
Show in Explorer / Show in Finder Open the folder that holds the file. Only shown when the file exists
Clear texture Remove the texture from the light. Only shown when there is one

The texture field menu open on Sky: Browse Files…, Pick from Asset Browser… and Clear texture

You can drop these image types onto a row: .hdr, .exr, .tif, .tiff, .png, .jpg, .jpeg, .tx, .tga, .bmp, .psd, .dds, .b3d and .iff. Drops on Portal and Physical Sun rows are ignored.

If the row is selected, choosing, dropping or clearing a texture does the same to every selected light that takes one, as one undo step.

A texture or a light material — not both

Section titled “A texture or a light material — not both”

A texture and an RS Light Material shouldn’t drive the same light, so the panel asks before mixing them:

  • Loading a texture onto a light that has a light material: Yes, remove material tag or No.
  • Adding a light material (Add Graph) to a light that has a texture: Yes, remove texture or No.

When you clear a texture, any Greyscale Gorilla HDRI Link Plus tag on the light is removed too, so it doesn’t load the texture again.

On a Portal row the cell shows the name of the linked environment shader. Click it for:

Item What it does
Create environment shader… Creates a new Redshift environment material in the scene. Shown when nothing is linked
Validate environment shader… Checks the linked shader. Shown when one is linked
Clear environment shader Removes the link. Undoable

Link the new shader to the portal in the portal’s Attribute Manager; the cell then shows its name.

If the linked shader isn’t a Redshift environment shader, the cell adds (not an environment shader) after its name. Validating it opens Warning, Invalid Environment Shader, where Create environment shader makes a correct Redshift environment material for you to link instead.

The environment-shader menu on the Window portal: Validate environment shader… and Clear environment shader