Can't create cubemap?

I’m trying to create a cubemap from a series of 32x32 pixel .PNG files for a metallic reflective surface. I’m following the documentation, added a new cubemap asset, selected the settings, and then tried to drag and drop my .PNG’s into the slots and they won’t “paste”. I double checked my import settings and I can’t see anything that might be wrong. Attached are some screenshots of my settings. I’m guessing I’m missing something really dumb…


21253--706--$picture_4_194.jpg

Try setting the texture format of the cubemap to rgba first.

Tried that, didn’t work. I’m using 32x32 pixel .PNG’s, could that be the problem?

I’m really not sure what I could be doing wrong. I’ve rescaled my images to 256x256 used the import settings shown below. When I drag and drop, every other image appears in the box, then immediately dissappears when I drop the next one in. Super wierd…

21258--707--$picture_1_832.jpg

Seems that I may be having a similar problem to this thread:

http://forum.unity3d.com/viewtopic.php?t=143&highlight=cubemap

There seems to be indeed an issue with assigning cubemap faces in the cubemap inspector. We will fix those issues for 1.6.

Just in case you are still interested in using editing cubemaps in the cubemap inspector. Only the inspector’s drawing code had some issues, which means you can drag textures into the inspector and it will setup the cubemap correctly.
It will just not draw them correctly in the inspector.This will of course be fixed with 1.6.

Hi,

I have created a new cubemap and then attached 6 pictures to it.
Now my problem is that I have no clue where to attach the “new cubemap”. I tried drag&drop to nearly everything… -no luck.

Where I attach the new cubemap to ?

(I can’t use skyboxes for this imo, because I want to fade between two+ boxes… like daytime - nighttime…)

Cubemaps are usually used with Reflective shaders (as environment reflection) or with Skybox Cubed shader. Or with any custom shader that uses cubemaps to do something.

Do you essentially want to have a skybox that can fade between two sets of textures? That would be quite an easy custom shader (even without the need for cubemaps).

Hmm… looks like I tried to use the wrong thing.

Yes. I want to fade from one skybox to another.
But I would like to do this with around 60 different skyboxes which should be loaded dynamically at runtime when needed.

Would the easiest solution to cut a cube into 6 quads and attach each texture to one quad object with a own material?

A Skybox Blended shader is on the Unify wiki for your pleasure!

In your case where you want lots of skyboxes to blend between I’d write some script, using SetTexture on the skybox material to set the texture sets up.

Neat one!

It’d be fun to make the script that interfaces with this that simulates time of day. It would go along nicely with the UniTree stuff that is going on. If Unity supported arrays of custom classes in the inspector one could make it particularly wicked. Hmmmmm

Maybe I’ll have a go at it for fun some time anyways… :slight_smile:

It’d be really easy to make the different skyboxes for this with Bryce. You’d just have to move the sun around.

The annoying part would be layering the sun over the skybox, I think. You couldn’t simply fade between two skyboxes of the sun in different positions because it’d just appear to jump across the sky.

-Jon

Thx a lot for this speedy answer with this cool shader Aras. :smile:

That’s what I’ll definitely use! :idea: