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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Why don't people use tetrahedrons for skyboxes?

When rendering a sky with a fixed texture in 3D games, people often create 6 textures in a cube map first, and then render a cube around the camera. In GLSL, you can access the pixels in the textures with a normal instead of a texture coordinate,…
Pikaju
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How to set contents of scenekit background to cube map

I am trying to set the background contents of a scene to a skybox effect using about array of 6 images. I have created the array of images in the correct order, I know I need to then use + (instancetype)…
user3765506
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Where to find the skybox package in Unity5?

I'm fairly new to Unity and I'm following a tutorial on adding skybox to my scene. In the tutorial they are using Unity4 and they do Assets>Import Package>Skybox but I do not see this option in Unity 5. Anyone know where it's located?
aresz
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How to use a 360 image as a skybox in SceneKit?

I am using Xcode 8 and Swift 3 with SceneKit I am making a game that takes place on a floating island in the sky. I want the background to be a nice sky with clouds, and I want it to move around accordingly when the camera moves like a skybox…
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How to make smooth transition between skyboxes in unity?

I have a couple of skyboxes in unity (Day and Night) and want to achieve a smooth transition between them periodically, to create a day and night cycle. I've looked up many questions but they're either outdated or I have no idea what they mean, Any…
Umesh Konduru
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Editing a Cubemap Skybox from remote image

I need to download an image from a server, then transform it in a Cubemap and finally put this CubeMap in my Skybox. I work with C#. I came up with this code : public string url = "image/url.jpg"; void Update() { // When trigger, we start the…
Alburkerk
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How to add night sky using Unity 5 procedural skybox?

I'm using Unity 5 and it's new procedural skybox. It looks amazing! In my game, I have a day/night cycle. I can't find a way to use a night skybox which will slowly appear (blend) to replace the procedural skybox when the night comes. I know a…
JoRouss
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OpenGL optimizing skybox rendering

I'm learning how to draw skybox using cubemaps from the following resource. I've got to the part where he talks about how we can optimize the rendering of the skybox. I get that instead of rendering the skybox first, which will result in…
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Unity and C#: How to change overall world lighting not just ground? Other objects not lit with RenderSettings?

I am just getting into lighting with Unity 3d and right now have a function that progressively deepens the lighting of my scene here. I have done this via Render Settings and have tried 3 different approaches with lighting, I have received the same…
blue
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Unity 3D fade from one skybox to another

I have four different skyboxes, one for each season in my game. How can I create a fade transition between the skyboxes in c#? So for example, at a certain point, the summer skybox fades into the autumn skybox. Thank you!
Night.owl
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In OpenGL, how do I make it so that my skybox does not cover any of my entities?

I am working on an OpenGL game in Java with LWJGL (ThinMatrix's tutorials at the moment) and I just added my skybox. As you can see from the picture, however, it is clipping through the trees and covering everything behind a certain point. Here is…
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Libgdx create sky / environment in 3D

I am developing a 3D game using the Libgx 3D api. Now i want to add some environment (not the Libgdx Environment, but a real environment), like the sky or some background. I have heard about the so called skybox, and i understood, more or less, how…
Robert P
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Skybox in OpenGL

I am working on an Environment Map for a skybox in OpenGL and have run into a problem with the textures. My code produces tiles of the texture that I am trying to map, rather than one big texture. The tiles have also lost most of their resolution…
user1839971
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How to make radial gradient skybox in Unity?

Ok, I am new to skyboxes and am having some issues trying to achieve a RADIAL gradient skybox. I have a radial gradient shader, however when I put this as the skybox the part that interpolates between the two colors is too zoomed in, meaning you…
blue
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Change Skybox Material Programmatically (c#)

I want to change the default skybox material so I made this lines... After that I only see blue... What's my mistake? the material is on the Assets folder by the away Material levelMat = Resources.Load(Application.dataPath + "/testeVR.mat",…
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