Using a standard spherical projection 360 pano image from Autodesk Stitcher (previously RealViz), I exported as cubic face images at 1024 pixels square. When setup in Unity as a new Skybox material, there are visible seams in the renderer. Careful and highly magnified views of the 6 images show nothing amiss on the edges at all... no darker or lighter pixels, no transparency, etc.
Is there a setting I'm missing in Unity? I have the render options set to "beautiful" with a good degree of anti-aliasing.
Here's an image (right click, view image for full size)
Dean - if Duck's answer solved your problem, make sure you mark his answer as the accepted answer (click the checkmark next to the answer).
Answer by duck
Jan 07, 2010 at 06:01 PM
You need to set each of your skybox texture's Wrap Mode to "Clamp". What you're seeing is a small amount of the opposite end of the same texture bleeding across due to the interpolation used in the texture's mipmaps.
To correct this, select the texture in your project view, then find the "Wrap Mode" setting in the inspector pane. It defaults to "repeat".
Maybe related, but when I made a CubeMap using these same images for use in the reflective specular shader, the resulting reflections in glass windows, for example, are extremely low resolution, thus very blurred/soft. I've set the CubeMap properties for face size to equal the image rez (1024).
Is there a setting / option for this, too? .
The trick there (with the cubemaps) is to drag in the textures after setting the cubemap image size. If you put the textures in first at a low resolution and then increase the res, the cubemap still uses the old low-res versions. This means if you decide to change this setting to a higher res, you have to re-drag in each of the textures.
Thanks again! Did as you said and got nice sharp reflected image... too sharp, so I changed the rez to 512... might even go down to 256. Initial size when first created was 64. Will down sizing prevent uprez'ing later if desired? Meaning, will the images have to be removed/readded at the higher rez?
Yes, you have to re-add the textures if you up-res then cubemap.
ahhh that helped nicely, thanks!
Answer by Dave
Sep 06, 2010 at 06:34 PM
Thanks for this great advice, Duck. And thanks for asking the question, Dean. I've worked with skyboxes for a couple years in Second Life, and wanted to use that technology in Unity 3D. I was having the same problem with the seam lines, and that advice fixed things up great.
I wondered if you might know how to learn the process for making your own skybox images. I already purchased Cubic Converter software for the Mac. It works great in converting from different formats. And I've worked with Photoshop for nearly 20 years now. I've searched the web a lot to try and find a site that explains how to make the skybox images, but have not found a lot in that area. I want to design my own environment backgrounds for game levels.
Also if you happen to know of some good resources for royalty free skybox images, that would be great too. Here's one nice site that I found with some great skyboxes, but you're limited in using them for non-commercial use: http://forums.epicgames.com/showthread.php?t=555904
i'm not sure but if you search terragen in google that is a nice skybox generator.
Answer by tom 2
Oct 08, 2010 at 04:38 PM
http://alexcpeterson.com/spacescape -- free skybox tool. great for space scenes.
the only thing is my skybox (loaded from an example that came with the tool) doesn't wrap properly. you can very distinctly see the cute as a result. maybe something to do w/ the lighting i have setup in my scene?
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