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| - | + | ==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 | section:general | ||
camera: true | camera: true | ||
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| - | 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. |
Current revision
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.
