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==Creating your skybox== | ==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 | ||
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.
