It's pretty easy to bake in Max, if that's what you have or prefer. * Select the model with two UV channels on it (like my glTF example). * In the Material Editor, add a Bitmap node, and load your equirect map. * Set the map channel in the Bitmap node to the equirect UV layout (channel 2 in my example). * Add a Physical…
ok! This information would have helped in your initial post! I would do this as a layered material in 3d, using 3d procedurals. Apply that on a sphere that has a dual-paraboloid UV, to bake down into a bitmap. I did a similar thing with the planet in this, layering 3d procedurals and bitmaps, except baking the whole space…