Is there possible to play with the offset and scale on cubemap textures ??
I know how to get the cubemap texture from the material but not an idea how to get to that property (if possible)
What im trying to do is to change the offset of the upper texture on the cubemap so i can avoid the effect of being infinitely away to five meters away…
Im thinking on doing some RTR effect but for now im playing with the reflective/bumped shader >D
There’s no such buil-in thing as offset/tiling in cube maps. The reason is that cubemaps most often don’t use regular “flat” UV coordinates, instead they use 3D vectors to lookup into the texture. For example, in Reflective shaders a reflection vector is calculated for each vertex, and that is used as a cubemap texture coordinate.
Now, it is possible to alter this calculation in such way. I remember article in GPU Gems exactly about this subject (“Image Based Lighting”).