Home - Forums - Documentation - Gallery - Bugs
Line 1: Line 1:
-
- Create a cube in blender
+
==Introduction==
-
- Flip normals so they face inwards
+
A common requirement for a 3D scene is to have a sky that is always at infinite distance. One way of achieving this is via a skybox. This tutorial shows you how to do this using Blender, b2cs and Crystal Space.
-
- Set following parameters on the cube:
+
 
 +
==Creating your skybox==
 +
* Create a cube in blender
 +
* Scale the cube so it is bigger than everything else in your scene
 +
* Flip normals on the cube so that they face inwards
 +
* Texture the inside of the cube with your skybox textures
 +
* Set following parameters on the cube:
section:general
section:general
camera: true
camera: true
Line 14: Line 20:
-
Note there is currently a bug in lighter2 that causes it to ignore the nolighting flag.
+
Note: there is currently a bug in lighter2 that causes it to ignore the nolighting flag. One workaround is to remove lighter2 entries for the skybox from the world file after export.

Revision as of 13:44, 18 January 2008

Introduction

A common requirement for a 3D scene is to have a sky that is always at infinite distance. One way of achieving this is via a skybox. This tutorial shows you how to do this using Blender, b2cs and Crystal Space.

Creating your skybox

* Create a cube in blender
* Scale the cube so it is bigger than everything else in your scene
* Flip normals on the cube so that they face inwards
* Texture the inside of the cube with your skybox textures
* Set following parameters on the cube:

section:general

 camera: true

section:render

 lighting: false
 priority: sky
 zmode: zfill

section:lighter

 vertexlight: true


Note: there is currently a bug in lighter2 that causes it to ignore the nolighting flag. One workaround is to remove lighter2 entries for the skybox from the world file after export.

| Article | Discussion | View source | History |