← Fusion node reference
3D UtilityAdvanced

SphereMap

Spherical environment mapping

Converts an image into spherical texture mapping with angular mapping, texture depth, XYZ rotation and separate OpenGL/software filtering controls.

SphereMap
DaVinci Resolve · Fusion

SphereMap prepares flat imagery for spherical use in reflections, refractions, environments or technical 3D projections. It is especially useful when a source is already intended to wrap around a sphere instead of a six-face cube.

Overview

What SphereMap does

SphereMap prepares flat imagery for spherical use in reflections, refractions, environments or technical 3D projections. It is especially useful when a source is already intended to wrap around a sphere instead of a six-face cube.

Mental model

Think of SphereMap as a translator between a flat image and a sphere around the scene. Angular Mapping defines how the image wraps, while rotation determines which part of the map faces the camera.

Common uses

Spherical reflection maps
Environment panoramas
Refraction textures
Technical spherical projections

Flow anatomy

Inputs & outputs

The port structure shows how this node fits into a Fusion graph.

Image Input

Source image for the operation.

SphereMap
Fusion node

Image Output

The processed result from this node.

Inspector

Important parameters

Start with these controls before reaching for more complicated workarounds.

Angular Mapping

Controls the spherical/angular interpretation of the source image.

Texture Depth

Sets texture precision for the mapped result.

Order

Chooses the order in which the sphere-map transform is evaluated.

X / Y / Z

Sets the X, Y and Z components of the control.

OpenGL LowQ / OpenGL HiQ

Sets the processing quality for this operation.

Use a lighter setting while building the comp if needed, then verify the final-quality result before render.

Software LowQ / Software HiQ

Sets the processing quality for this operation.

Use a lighter setting while building the comp if needed, then verify the final-quality result before render.

Material ID

Provides a technical material identifier where relevant.

Practical setup

A reliable workflow

  1. 1

    Prepare the environment image in the correct projection.

  2. 2

    Enable the intended Angular Mapping mode.

  3. 3

    Rotate the map rather than moving scene objects to compensate for orientation.

  4. 4

    Choose filtering based on preview versus final render requirements.

  5. 5

    Check the result around poles and seams.

Typical node chain
Panorama
SphereMap
3D Environment
Renderer3D

Examples

Where this node fits in real work

Spherical reflection environment

Use a panorama as the surrounding reflection source for a 3D object.

PanoramaSphereMap3D MaterialRenderer3D

Environment orientation

Rotate the sphere map until its key light direction matches the scene.

SphereMapRotationDomeLightRenderer3D

Troubleshooting

Common mistakes

Feeding an image in the wrong projection.
Using low-quality filtering for final reflective surfaces.
Ignoring seam/pole artifacts until the final render.

Production notes

Practical tips

Use sufficient texture resolution for glossy reflections.
Match environment orientation to the light rig.
Compare SphereMap with CubeMap rather than forcing one representation into every scene.

Related nodes