Creating Cube-Maps - Real World Photography To create a cubemap from photography, you will need : 1. A set of images (preferably very high resolution) shot in a way to cover a full 360° panorama from a single point of view. 2. A 360° image built from stitching the set from step 1 together usually a spherical, cyndrilical, or equirectangular image. 3. Software that converts combined 360° image from step 2 into the cubemap format. When combined, this set of images provide a 360° viewing angle of Bangkok. Note that the exposure is quite different between images and that stitching lines are very apparent. For many images, this can be cleaned up automatically, but the best cubemaps are created by those willing to provide a lot of high-quality RAW format HDR images and put in the time to manually blend exposures between images and remove stitchlines that automatic solutions might miss. Once you have your set of images, assemble them using the appropriate stitching method. There are many pieces of software that will auto-stitch photos together into a single 360° image. The best free solution for for fully automated image stitching is Microsoft’s Image Composite Editor. However, If you prefer more manual control, you can also do this in any recent version of Photoshop using the “Photomerge” action (File>Automate>Photomerge...)and then adjust in the assembled file as needed. This 360° Image of coral reef near Heron Island is a equiractangular spherical panorama, meaning if you wrapped this rectangular image around the interior geometric faces of a sphere and viewed it from the inside, it would then appear undistorted. After building the combined image, you then need to pass the file into another piece of software that will convert it into a cubemap, which is an image format that provides 6 images for each of a cube’s faces. When the 6 images of a cubemap are applied to the proper interior faces of a cube and viewed from the inside, the image will appear seamless and undistorted. Then in the Output column, click the “New Output Format” dropdown and make sure it’s on the “Transformation” option. In the Settings tab, change the “Type” dropdown to “Cube Faces,” change the “Face Names” dropdown to “‘front’..’down’” and choose an image size of at least 2048x2048. Note that this resolution is The most versatile software package recommended for each face to for doing this is Pano2VR. Pano2VR provide maximum pixel density in will allow for many input formats and Gear VR. will export out each of the 6 images needed to give you a full cubemap. Under the “Output” section at the In Pano2VR, in the Input column on bottom on the “Format” dropdown, the left, click “Select Input” and match choose PNG (.png) to ensure minimal the input format to the combined compression artifacts. 360° stitched image file created in the previous steps. Note that this image is far too low resolution / quality to be acceptable for the cubemap format in VR. Remember, whatever resolution a panorama is, it will be stretched across a 360 degree view, so always provide as high a quality set of starting images as possible. Creating Cube-Maps - Computer Generated Imagery Creating a cubemap from computer generated images (CGI) is much more succinct in procedure explaination than with photography due to no stitch lines and exposure being uniform thanks to CG cameras not being bound by physical properties of lenses and image sensors. Most CG shops should have no problem rendering out a cubemap from various professional software solutions, but here is an example anyway generated from 3DS Max : Up Right Front Left Down Back V-Ray’s box camera option was used to render and export this format directly out from 3DS Max without having to use any additional tools. Note that the benefits of using pure CGI for generating cubemaps aren’t just limited to uniform exposure and elimination of stitch lines, but that it allows also for additional viewpoint possiblities, re-exportation of infinintely higher resolution cube faces for future use in higher pixel density display technology, exportation for use on different geometry besides that used for cube-maps, and even stereoscopic rendering.
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