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Given Godot's lack of Cubemap support, I had to use an online tool to convert a cubemap to an equirectangular image so it can be used with the PanoramaSky. I converted it and to my surprise it looks awful when imported into Godot.
Here is what it looks like when opened in Blender
same in Godot after the conversion
So I converted to HDR using another online tool, it worked and it looked good, but now every time I try to drag it onto the "PanoramaSkyMaterial>Panorama" slot I get this
If it is a matter of adjusting some options so the PNG image looks good then that would be fine for me but nothing I tried worked, image always looks terrible.
Steps to reproduce
Try to drag sky-panorama.hdr onto the "PanoramaSkyMaterial>Panorama" slot, as soon as it makes contact with the viewport you'll get the "(re)Importing Assets".
The text was updated successfully, but these errors were encountered:
The freeze on importing HDR images is already being tracked in #61948.
As for PNG quality: VRAM compression makes this kind of pattern look quite bad, so I recommend switching the PNG image to use Lossless compression in the import dock. Make sure to do this after the texture is detected to be used in 3D, as Godot will revert it to VRAM Compressed otherwise.
The freeze on importing HDR images is already being tracked in #61948.
As for PNG quality: VRAM compression makes this kind of pattern look quite bad, so I recommend switching the PNG image to use Lossless compression in the import dock. Make sure to do this after the texture is detected to be used in 3D, as Godot will revert it to VRAM Compressed otherwise.
Thank you now it looks good, I think it shouldn't revert the settings you chose but at least it works.
If I change the Panorama texture at runtime it should keep the latest settings, right? So technically once Godot knows I want that texture to be used for 3D (by doing what you told me in a test scene for example) and to be Lossless it shouldn't modify anything ever again in any scene.
If I change the Panorama texture at runtime it should keep the latest settings, right?
Yes, the Detect 3D flag is only set once per texture.
Note that the panorama you're using is quite large, yet it mostly features low-frequency data. To decrease memory usage and improve loading times, consider resizing it to 4096×2048 or even 2048×1024.
Closing, as the rest of this issue is a duplicate of #61948.
Godot version
Alpha 15
System information
Windows 10
Issue description
Given Godot's lack of Cubemap support, I had to use an online tool to convert a cubemap to an equirectangular image so it can be used with the PanoramaSky. I converted it and to my surprise it looks awful when imported into Godot.
Here is what it looks like when opened in Blender

same in Godot after the conversion

So I converted to HDR using another online tool, it worked and it looked good, but now every time I try to drag it onto the "PanoramaSkyMaterial>Panorama" slot I get this

If it is a matter of adjusting some options so the PNG image looks good then that would be fine for me but nothing I tried worked, image always looks terrible.
Steps to reproduce
Try to drag sky-panorama.hdr onto the "PanoramaSkyMaterial>Panorama" slot, as soon as it makes contact with the viewport you'll get the "(re)Importing Assets".
The text was updated successfully, but these errors were encountered: