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).

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Unity 360 viwer user sphere or skybox?

I have some issue I need to build scene 360 photo-viewer/panorama and put here the buttons. Firslty, I worked with skybox and when I change user position the buttons are not on the right place, the angle of view was changed. For example you can see…
Svitlana
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How do i restrict the size of display the camera shows in a-frame WebVr

I have 2 questions in A-Frame First is In A-frame suppose i have a camera and i want it to show only a certain dimension for example 1366x768 or 700*700 how can i achieve that? I have attached a camera to a entity…
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Making a custom skybox for Unity

I'm struggling to find any simple/up to date tutorials on how to make my own skybox for Unity. I want the skybox to be cartoony/vector based so preferably I would like to make it in Adobe Illustrator. How do I do this? Could anyone direct me to any…
Night.owl
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How to update the reflection texture of an object in a skybox when the center point of the camera changes?

I am following this tutorial to create a skybox/cubemap with environmental mapping. I am having some troubles with the reflection section. When calculating the reflection, the current position, the normal and the camera/eye position are taken into…
Chin
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How do i update/change the photosphere/skybox at runtime in Unity3D?

Something similar to 360 Photo Player VR I want to be able to let the user add and store new photospheres in app but i'm not sure how to do it.
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GL_INVALID_OPERATION in glGenerateMipmap(incomplete cube map)

I'm trying to learn OpenGL and i'm using SOIL to load images. I have the following piece of code: GLuint texID = 0; bool loadCubeMap(const char * baseFileName) { glActiveTexture(GL_TEXTURE0); glGenTextures(1, &texID); …
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SkyBox cannot set scale on Android Cocos2d-x

With cocos2d-x v3.7.1 I have trouble using setScale on Android only (it works on iOS). auto textureCube = TextureCube::create("sky_left.JPG", "sky_right.JPG","sky_top.JPG", "sky_bottom.JPG","sky_front.JPG",…
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Skybox Cubemap not showing correctly

I am trying to make a skybox with cube mapping using 6 textures. Out of all the cube map textures that I have used only 1 set of 6 textures works fine. I am not sure what is causing the problem. This is how I am doing it: -Creating the CubeMap…
Jose
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Weird behaviour of Z-Buffer

I'm using Deferred Shading method to render the scene, but I have a problem with a Skybox technique due to weird behaviour of Z-Buffer. I've created additional Framebuffer and attached 5 textures, one of which is being used as a depth buffer. First…
Roman
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Unity C#- dynamic skyboxes, get no errors but doesn't work

After lots of googling have gotten my C# code to compile without any errors, but it still isn't working. ie my skybox isn't changing. I've confirmed that my pathing is correct. I think it must have something to do with how I am referencing the…
Bachalo
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Panorama picture to Cubemap algorithm

I'm running in a problem. I would like to create an application that allows people to watch their panorama photos taken with their phone in a skybox view. For that, I need to slice the photo into a cubeMap. I searched hard the internet to find an…
QuentinRM
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Unreal Engine 4.7 cant create a normal skybox

Intro: So here I am coming from the Unreal Answerhub site since that place is truly unresponsive and alot of tutorials and resources are out of date as of the latest release 4.7 which changed the workflow. The Problem: I recently switched from Unity…
demo
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Three.js skybox not loading completely or at all

I inserted a skybox in my Three.js canvas like this: // SkyBox var urls = [ themePath + 'assets/img/sky/pos-x.jpg', themePath + 'assets/img/sky/neg-x.jpg', themePath + 'assets/img/sky/pos-y.jpg', themePath +…
Minichua
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Three.js: displaying a

I created a skybox on a Three.js canvas like this: var urls = [ 'pos-x.jpg', 'neg-x.jpg', 'pos-y.jpg', 'neg-y.jpg', 'pos-z.jpg', 'neg-z.jpg' ] window.cubemap = THREE.ImageUtils.loadTextureCube(urls); cubemap.format =…
Minichua
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I am trying to create a skybox with openGL in C, but am only getting a black screen

I'm trying to create a skybox with OpenGL in C. I have viewed many tutorials and looked at many people's code, and I don't think I've missed anything, and yet get a black screen. Have I gone about the whole thing wrong? #include #include…
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