I use Unity Indie and want to create a simple sphere with a reflective material (using a cubemap).
I rendered out this picture:
Now I want Unity to make a cubemap out of this picture using the Import Settings dialogue.
But no matter which method I use (GL Spheremap, Nice Spheremap, Simple spheremap) the result is not what I want:
The circled areas show the seams, duplicated parts and distortions.
What am I doing wrong?
Is it my texture that has to be changed? If yes how should it look like?
And:
Is there any documentation on the various cubemap import settings?
I couldn’t find more than “Generates a cubemap from the texture using different generation methods.” and “If you want to use texture for reflection maps (e.g. use Reflective builtin shaders), you need to use Cubemap Textures.” in the manual…
If you’re rendering it out, the best is to render six square images with 90 degree field of view along all six coordinate axes (+X, -X, +Y, -Y, +Z, -Z). Then create a cube map in Unity and assign the images.
Creating a cubemap from a single texture is when you want to create a cube from a spheremap for example, which is never accurate. But this can often be used to fake “something reflective” look.
The cube map does not share memory with textures you drag on to them. If you care about size, you probably want to use the cubemap for the skybox itself. You can simply switch to the builtin Skybox cubed shader and drag your cubemap on it.