creating a panorama.

Hello guys,

I have my room and I created a big cilinder onto which I would like to texture an image of a panorama. Now, it happens that when I texture the cylinder, I can see the image only on the outer surface but I need it on the inner side of the cylinder… can anybody tell me what is wrong?

Kind Regards,
GC

Look at the documentation of your modeling app for the procedure on how to flip face normals. They’re pointing the wrong way

p.s. this is not a question that has anything to do with scripting.

The problem is that the normals for the cylinder are facing out, not in. This can be solved by reversing the normals on the cylinder or by changing the shader of your texture to one of the shaders that is visible on both sides (like the Nature leaves shader or the Particle shader.)

I hope this helps.

Flip the normals in your modeling software. You might even be able to do it in the Mesh in Unity. just reverse the order of each face.

Guys, really thank you but I created the cylinder in Unity. Aren’t the normals in both directions?

ps, what I’m trying to do is a skybox. Does that work on the free version.
I’m sorry to post this in the Scripting session

GC

A face has a normal, since your primitive has no thickness there is only one direction the face can point. In your case that’s the wrong way.

If you really need to do this all within Unity, there are tutorials available which show you how to use Photoshop/Gimp to cut up a panorama into a cubemap. You can then use that with Unity’s built in skybox shader.

Brilliant!!! Solved Thank you!

Moved the thread to Unity Support. Please don’t mess up the forum by not respecting the categories.