[Bf-gamedev] Cube Map rendering (Cycles)
padamowicz at gmail.com
Tue Sep 17 11:55:08 CEST 2013
I'd just like to add that yes, cubemaps are used extensively, but the
big engines have facilities to generate their own cubemaps - either at
runtime, level-compile time, or via utilities in the level editor.
That is not to say cubemaps are not needed, but it's a feature that
will be interesting mostly to developers using custom engines and/or
using Blender as a level editor. And rendering skyboxes is useful to
On Mon, Sep 16, 2013 at 8:56 PM, Tom Edwards <contact at steamreview.org> wrote:
> Yes, cubemaps are used extensively.
> Blender should support both output formats. Every engine I've worked in stores cubemaps in one file but skyboxes (same thing as a cubemap as far as Blender output is concerned) in six. Engine texture compilers might also consume separate files for each cubemap face even if the result is stored in one combined file.
> An aside: the spreadsheet request asks for "output that doesn't have to be additionally messed with for a chosen game engine", and one aspect of that is determining the location of each face in a combined output image. It's already possible to do that, there's just no GUI for it...
Piotr "MadMinstrel" Adamowicz
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