Questions tagged [skybox]

A skybox is a method of creating backgrounds to make a computer and video games level look bigger than it really is. When a skybox is used, the level is enclosed in a cuboid. The sky, distant mountains, distant buildings, and other unreachable objects are projected onto the cube's faces (using a technique called cube mapping), thus creating the illusion of distant three-dimensional surroundings.

A skybox is a method of creating backgrounds to make a computer and video games level look bigger than it really is. When a skybox is used, the level is enclosed in a cuboid. The sky, distant mountains, distant buildings, and other unreachable objects are projected onto the cube's faces (using a technique called cube mapping), thus creating the illusion of distant three-dimensional surroundings. A skydome employs the same concept but uses either a sphere or a hemisphere instead of a cube.

Processing of 3D graphics is computationally expensive, especially in real-time games, and poses multiple limits. Levels have to be processed at tremendous speeds, making it difficult to render vast skyscapes in real time. Additionally, realtime graphics generally have depth buffers with limited bit-depth, which puts a limit on the amount of details that can be rendered at a distance.

To compensate for these problems, games often employ skyboxes. Traditionally, these are simple cubes with up to 6 different textures placed on the faces. By careful alignment, a viewer in the exact middle of the skybox will perceive the illusion of a real 3D world around it, made up of those 6 faces.

As a viewer moves through a 3D scene, it is common for the skybox to remain stationary with respect to the viewer. This technique gives the skybox the illusion of being very far away, since other objects in the scene appear to move, while the skybox does not. This imitates real life, where distant objects such as clouds, stars and even mountains appear to be stationary when the viewpoint is displaced by relatively small distances. Effectively, everything in a skybox will always appear to be infinitely distant from the viewer. This consequence of skyboxes dictates that designers should be careful not to carelessly include images of discrete objects in the textures of a skybox, since the viewer may be able to perceive the inconsistencies of those objects' sizes as the scene is traversed.

The source of a skybox can be any form of texture, including photographs, hand-drawn images, or pre-rendered 3D geometry. Usually, these textures are created and aligned in 6 directions, with viewing angles of 90 degrees (which covers up the 6 faces of the cube).

153 questions
3
votes
2 answers

Default Unity Sky box changed?

so whenever I load up a new project in unity3d, the skybox is default to blue solid color,unlike how it originally was with a skybox with clouds and a sun in the sky, how do I set it back so the default skybox is the original one that unity comes…
SpikyCat
  • 87
  • 1
  • 5
3
votes
1 answer

Why do I have to calculate the transpose of the inverse of the model matrix in order to calculate the normal for the reflection texture?

I am following this tutorial to create a skybox/cubemap with environmental mapping. I am having some trouble understanding a calculation in the vertex shader: #version 330 core layout (location = 0) in vec3 position; layout (location = 1) in vec3…
Chin
  • 19,717
  • 37
  • 107
  • 164
3
votes
1 answer

Unity - Get random Skybox out of array

For a school task I have to make a basic video game. I am trying to make a basic version of a space game. I want an array with multiple skyboxes in it and, when launching the game, I want the game to choose a random Skybox out of the array. That way…
Meindert Stijfhals
  • 355
  • 1
  • 3
  • 12
3
votes
2 answers

OpenGL Skybox visible borders

I have my skybox showing: But there are borders of the box, which I don't want. I already searched the internet and they all said that GL_CLAMP_TO_EDGE should work, but I am still seeing the borders. This is what I used for the texture…
Hugius
  • 380
  • 1
  • 5
  • 15
3
votes
1 answer

OpenGL: Skybox magnified too much

I'm attempting to implement a skybox in a game. The image I am using is: Unfortunately, it is extremely magnified, only showing a few of the pixels of the texture. It looks like this: here's my code for creating the skybox: SkyBox::SkyBox() { …
yonibr
  • 103
  • 1
  • 7
3
votes
1 answer

Three.js Unculled SkyBox

I am attempting to have my skybox not be affected by the camera.far parameter. I would like to cull all other scene objects with this just not the skybox. When I set skyBox.frustumCulled = false; it makes no difference. skyBox being the mesh of…
Hobbes
  • 781
  • 10
  • 29
3
votes
2 answers

three.js skybox assigned to camera

I'm trying to make skybox assigned to player camera. When camera moves(also skybox moves with it), texture get stretched. How to get rid of this? Code: var textureCube = THREE.ImageUtils.loadTextureCube( urls ); textureCube.format =…
Roman B.
  • 75
  • 1
  • 7
2
votes
1 answer

Where's the skybox settings un Unity?

Lighting settings I can't find the skybox settings anywhere, I've watched tutorials, and all of they say it's in the Lighting settings, but there's nothing there for me. There's nothing in the Environment settings either. Unity version is…
Shelby
  • 23
  • 5
2
votes
1 answer

Rotate cubetexture in Three.js

I got this cubetexture in Three.js. Say I want to rotate the cubeTexture itself 180 degrees. I know I can do this by rotating the camera but I want to rotate the texture itself and not the camera. How can I achieve this? I want to rotate the x axis…
acroscene
  • 845
  • 4
  • 16
  • 45
2
votes
1 answer

Skybox textures do not display correctly

I have a problem with skybox textures. If you twist the camera, it creates a feeling that one texture overlays another, as in the screenshot: Skybox show code: private void drawSkybox(int texId){ glColor4f(1,1,1,1); glDepthMask(false); …
Aryesia
  • 152
  • 7
2
votes
1 answer

How do you tilt a skybox in Unity while using MRTK

I'm develping using Unity and MRTK. I'm using the VideoPlayer and the Skybox/Panoramic texture to render a stereoscopic video on the skybox, which works fine until I'm seated in a different position, in an armchair for example, with my head not…
Francois Gagnon
  • 362
  • 4
  • 20
2
votes
0 answers

Unity - HDRI Skybox used as lightsource for eye adaptation/tone mapping

I am currently trying to create a scene in Unity which should feature an eyeadaptation/tonemapping system, so whenever my camera is watching on a brighter/darker area it should adjust the exposure value of the HDR Image correctly. Unfortunately…
Vamus
  • 31
  • 5
2
votes
2 answers

Threejs skybox out of range

I am writing a 3d game in javascript with threejs. I made a skybox, and it works, but if I make my cameras near and far distances too small it doesn't show. I understand why this happens, the camera attached to my player doesn't see as far as the…
Oha Noch
  • 374
  • 1
  • 7
  • 22
2
votes
1 answer

Unity custom skybox like Unity skybox

I'm trying to do a custom skybox for 360 images which has 2 textures with a crossfade and I need it to respond to Rotation value like the Unity Skybox. I just need the same slider but I´m not getting any luck, I'm complete new on shaders. Here is…
2
votes
1 answer

How do I add a skybox / 360 panorama picture to my Archilogic 3D model?

I uploaded my floor plan and received my 3D model. Now I would like to add a 360 panorama picture of the exterior, so that I can see the view when I am walking in my 3D model with the "person view" perspective .
Cosima
  • 21
  • 3
1
2
3
10 11