EnvironmentMapAsset#

class gs_nyx.nyx_py_sdk.EnvironmentMapAsset#

Bases: object

Image-based environment map providing infinite-distance lighting.

Constructors

EnvironmentMapAsset()

Construct a default-initialized environment map asset.

Attributes

layout

Pixel layout of the source texture.

multiplier

Scalar multiplier applied to the environment radiance.

rotation

Rotation around the world up axis, in radians.

texture

Path to the environment map texture file.

tint

RGB tint multiplied with the environment radiance.

uuid

Unique identifier of the environment map asset.

Example

A typical environment-map asset wraps a long-lat HDR (such as the ones shipped by Poly Haven) and is passed to a camera through env_maps:

import gs_nyx.nyx_py_sdk as nps

env_map            = nps.EnvironmentMapAsset()
env_map.texture    = "path/to/studio_4k.hdr"
env_map.layout     = nps.EEnvMapLayout.LongLat
env_map.multiplier = 1.0
env_map.tint       = nps.float3(1.0, 1.0, 1.0)
env_map.rotation   = 0.0  # radians, about the world up axis

# The asset is then consumed by a NyxCameraOptions instance:
#
#     NyxCameraOptions(..., env_maps=(env_map,))
#
# so every Nyx camera in the scene inherits this lighting environment.

Note

texture is read by the renderer at scene-build time, not when the asset is constructed. Paths are resolved relative to the working directory of the running Genesis process; pass absolute paths or anchor them to the script location with os.path.join(os.path.dirname(__file__), ...) to keep behaviour stable across launch directories.