I'm working on a Unity level and i've trying to render a nice cubemap skybox to create more detail to the scene. I have been using Terragen since forever, but the result is not very nice. It looked good back in the CS 1.5 days, not so much now.
Which tools do you guys recommend to render nice cubemap skyboxes? With decent terrain generation and option to add more detail? I have tried the Vue xStream demo, and the results are great, but there is no option to render cubemaps of the scene. The built-in feature just exports the sky texture, not the scene in cubemap format.
Replies
https://www.knaldtech.com/lys-open-beta/
If not, post some images of what you have and what you want.
I wanted to render the whole scene in 360º, but export it in that cubemap format. But i'm looking just for a solution that allows me to create a cubemap, but knowing which tools artists use to create cubemaps, sky spheres and other environment tricks.
I'm trying to create detailed and interesting horizons, like in these screenshots:
http://2.bp.blogspot.com/-yKQZj-u71jQ/URgyY1KbmMI/AAAAAAAAANY/6LJSjkeuYFs/s1600/vallahla01.jpg
http://www.rgbfilter.com/wp-content/uploads/2010/08/HaloReach-Forge03-Island.jpg
http://images.eurogamer.net/2013/articles//a/1/6/2/9/4/7/9/BF4_PC_005.bmp.jpg
http://i.imgur.com/a2ZiFbG.jpg
http://thegamingliberty.com/wp-content/uploads/badcompany2screen31.jpg
http://wiki.polycount.com/wiki/Cube_map
I've seen many artists start by photographing panoramas of real clouds, then layering other things on top using their 3d software of choice, plus Photoshop.
The trick with painting cubes in Photoshop is to never paint near the edges, because you can't paint the linear distortion properly. You can convert between cube and pano layouts, to paint more, but you end up losing a bit of image quality.
The best way for me is to layer stuff in a 3d app, like Max or Maya, then render that out to a cube format.
I just got V-Ray for a job this week, so no, I haven't. Also just started using mentalray.
I've used the default scanline renderer in Max for cubemaps. Works fine for compositing layers together.
I also learned you can't use the Reflect/Refract map (see wiki) with V-Ray, so if you want to use that renderer you have to output it otherwise.
CubeMapGen: http://developer.amd.com/tools-and-sdks/archive/legacy-cpu-gpu-tools/cubemapgen/
Secondly, what is the output format you desire for the cubemap?
If you are working with Unity all you need is the six separate images corresponding to each view direction.
I wouldn't include anything that isn't part of the sky though. Things like mountains are best kept separate, even if they're just simple planar projections. But with current engines you can afford to just use geometry for everything.
http://docs.unity3d.com/Manual/class-TextureImporter.html
It says you can import a cubecross layout, but I haven't tried that so not sure how that works.
Thanks for the tip, i'll try to render my Vue scene with that.
However, why do you say it's not good to use buildings, mountains and so on? The engine i'm currently using (Torque 3D) is not really powerful, so, i'm not sure if rendering actual meshes far-away would be a good option.
Then for unity you can use Skyshop or Panorama to Cubemap https://www.assetstore.unity3d.com/en/#!/content/13616 to set up the proper cubemap format stuff form the panorama.
http://help.autodesk.com/view/3DSMAX/2015/ENU/?guid=GUID-EBEA879F-4067-46E0-8566-F7AAD11FEBE8
Thanks for the info, guys!
You can try a compressed format like BC1 (DXT1), but you'll start seeing a lot of blocky artifacts on the edges of your planets, nebulas, suns, etc.
That's another reason to go lower-resolution for the cube, and use it only for distant less-detailed content, like clouds and really hazy things.
Making a good skybox has it's own set of challenges!