---
title: "Environment Overrides"
canonical: "https://documentation.chaos.com/space/APPSDK/132875148/Environment%20Overrides"
format: markdown
---
## **Introduction**

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In this chapter we'll cover the environment overrides settings. They specify colors or texture maps to be used during GI and reflection/refraction calculations. If a color/map is not specified, the background color specified in the Environment settings of the current camera is used. They are located in the *SettingsEnvironment* plugin.

## **Parameters**

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- **bg_color** - Environment color
- **bg_tex** - Sets a map to act as a background during rendering. If a texture is specified, it will override the *bg_color*.
- **bg_tex_mult** - Environment map multiplier
- **gi_color** - GI (skylight) color
- **gi_tex** - GI (skylight) map. Sets a map to be used during Indirect Illumination(GI) calculation. The effect of changing the GI texture is similar to skylight. If a texture is selected, it will override the *gi_color*.
- **gi_tex_mult** - GI (skylight) map multiplier
- **reflect_color** - Reflection color
- **reflect_tex** - Sets a texture to be used during calculations of reflections. If a texture is selected, it will override the *reflect_color*.
- **reflect_tex_mult** - Reflection map multiplier
- **refract_color** - Refraction color
- **refract_tex** - Sets a texture to be used during calculations of refractions. If a texture is selected, it will override the *refract_color*.
- **refract_tex_mult** - Refraction map multiplier
- **secondary_matte_color** - Secondary matte color. This option is available only when *use_secondary_matte* is true.
- **secondary_matte_tex** - Sets a texture to be used during calculations of reflections/refractions of matte objects. This option is available only when *use_secondary_matte* is true.
- **secondary_matte_tex_mult** - Secondary matte texture map multiplier
- **environment_volume** - A list of objects - environment volumes for the scene
- **num_environment_objects** - Used for implementing image planes
- **global_light_level** - A global light level multiplier for all lights
- **use_bg** - Whether to set the background color/map
- **use_gi** - Whether to set the GI color/map
- **use_reflect** - Whether to set the reflect color/map
- **use_refract** - Whether to set the refract color/map
- **use_secondary_matte** - Whether to use the secondary matte color/map

## **Examples**

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### Background texture

A color or map used in the background during rendering.


![image](media://71af27d0-22c0-4072-ac95-a1d033f98f0a)


### GI texture

A color or map used during Indirect Illumination(GI) calculation. The image on the right is more yellow and brighter than the Sky image override used in the image on the left.



### GI texture override effect on GI Render Element

More sky-appropriate lighting coloration seen in Sky texture GI override than in the single default color override.



### Reflection texture

A color or map used during calculations of reflections.


![image](media://0678c2d2-3587-4ae2-ab29-ad2a25e30203)


More variation in color seen in beauty pass when using the HDR texture to drive the Reflection override.



<span style="color: #000000">Reflection texture override effect shown in the Reflection Render Element. More detail and contrast seen when using the HDR texture as opposed to just a black environment.</span>



### Refraction texture

A color or map used during calculations of refractions. The V-Ray Sky works well for refractions because it’s optimized for jobs like this.


![image](media://44902512-d237-472c-aab5-53ae9e59ce35)



<span style="color: #000000">More variation in color seen in beauty pass when using the V-Ray Sky to drive the Refraction override.</span>



<span style="color: #000000">Refraction texture override effect shown in the Refraction Render Element. More natural feel when using the Sky texture as opposed to just black.</span>