It may be that weāre limiting maximum resolution right now. Didnāt get to check it yet
Weāre not limiting resolution but when exporting in a lower resolution the skybox gets indeed less sharp - in 4k its big because of the EXR export⦠As a workaround for this case Iām suggesting you set the resolution to a low size and make a C# + ts script using a āImageReferenceā type (e.g. public ImageReference mySkybox
) and then loading that as your skybox using the THREE.TextureLoader
@AeistDesmos in 2.50.x you can now use the RemoteSkybox component and just reference your skybox texture there
But also make sure to set the skybox texture size to a lower resolution
Okay thanks !
Iāll try this tomorrow
by user 224464722878005248
Hi !
I compare the two render and thereās differences :
by user 224464722878005248
The render with manual CubeTextureLoader
And here, the render with the remote skybox (with the same texture) :
by user 224464722878005248
How does it look in Unity?
Is your project set to linear color space?
I think, itās because that the skybox in the second solution is created by āsphericā skybox and not cube
by user 224464722878005248
Itās look the same
by user 224464722878005248
Then its correct right? The cubemap texture is probably not set to sRGB when you load it
this one
this.context.scene.background = new THREE.CubeTextureLoader()
.setPath( '../../include/' )
.load( [
'../../include/sky_4k_cube.jpg',
'../../include/sky_4k_cube.jpg',
'../../include/sky_4k_cube.jpg',
'../../include/sky_4k_cube.jpg',
'../../include/sky_4k_cube.jpg',
'../../include/sky_4k_cube.jpg',
] );
by user 224464722878005248
For the first one I use this line of code
by user 224464722878005248
Do you know how to use CubeMap with remote skybox ?
by user 224464722878005248
May I ask what your goal is here?