

Setting Up the Cubemap MaterialĪfter creating a new object, open the Sandbox Material Editor, assign a material, and pick a usable shader (such as illummetal). dds compressed cubemap, or as a cubecross. You have the choice of saving it in multiple images (for easier editing), as a. Select a filtering method that suits your cube map and click the filter cube map button.Īfter the filtering is complete, you can export the file.

If you do not do this, the file cannot be exported.

Note: It only flips the faces of your 2D cubemap and not any polygons.Īs soon as the faces are in the correct position and orientation, you can filter the edges. If one face has a wrong direction, you can select the face at the ATIcubemapGenerator and flip it. If you paint it with Photoshop, you should work with several layers with each face on a separate layer so that you can rotate/mirror them to see if the corners match properly.Īs soon as you have loaded the cubefile/faces/cubecross, you can see the result in the middle of your screen as it gets projected on the globe.Ĭhanging the FOV zooms the globe in or out, while activating the skybox checkbox makes it possible to view the cubemap from the inside of the cube. You have to produce the needed faces for the cube and sort them as the picture above shows. In comparison with the cubecross (as seen above) you have to change the following faces:Īs for the creation of the cube map itself - it's your decision as to how it should look. ATI CubeMapGenerator (downloadable at The ATI CubeMapGenerator can load all different sorts of existing cubemaps, cubecrosses from hdrshop, and single faces.Ĭubemaps for the CryENGINE need to be stored according to the following design:.HDRshop if you want to compute your cube map out of photos.For accurate high-res cube maps use skypaint. To do this you need a good camera, tripod, and hdrshop ( ).Ģ. Take pictures of a reflecting globe and compute them into a environment map/cross. In these cases, you should use grayscale cube maps. The colors of a cube map are shown as its "reflection", which means sometimes they don't match the current light situation, for example in rooms with colored light sources. This shouldn't be a problem in most cases (like water reflections on decals). The downside of this is that the reflection gets more blurry. The downside of this is a high memory consumption of 1MB for the compressed DDS.Īs this is probably too big, a smaller size of 256x256 is a better choice (a quarter of the area as before, so 250kb). This is particularly important when there are more than one cubemap within a scene, and when working with the autocube function.įor a crisp and sharp cubemap, which will be reflected on bigger objects, a size of 512x512 for every face should be enough. The goal should be to keep your cube map as small as possible, but sufficient enough to serve its purpose. But, in some cases a high-res cube map is required such as glass reflections. It can be inefficient for things like small mud decals. In some cases you don't need to have high-res cube maps. One important thing to consider first is the required size of the cubemaps that you will use. For information on using the Material Editor to create a cubemap, please see Generating Environment Cubemaps and Environment Probes.Īfter completing the following tutorial, you will be able to create and set up a cubemap manually, as well as understand the tools needed to achieve the best results.

I need an automated solution, because I'm making a bunch of cubemaps.Please note that this process is depreciated and contained here only for reference. 3ds Max can convert any pano into cube faces (using Reflect/Refract map) but it adds seams when mapping a cube cross onto a cube (can't set UVs to Clamp!).ģe. Lys can only export a cubecross layout.ģd. I can't use edge fixup because I need perfect edges, this adds a blurry edge.ģc. Cubemapgen adds 1-pixel seams when I convert to faces. Flexify 2 crashes Photoshop when I try to export the faces.ģb.
#Using flexify to create a cubemap how to
How to convert a cubecross into six images?ģa. GI seams are solved, but outputs a vertical cube cross. Rendering from a V-Ray camera set to Box. Also, since I need to output six separate bitmaps, baking won't work because it makes 1 image.ġ. The GI is being calculated independently for each face, which creates seams along the edges. Obscura thanks for the idea, but doesn't work in my case.
