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I'm currently attempting to model the inside of a church. I have some of the rough dimensions and an equirectangular projection which I am using as an environment texture. I'm running into problems getting the objects to map onto the right places as I rotate the environment. It's probably a simple issue of scale and mapping the environment texture correctly into the scene, but I'm really not sure what the best workflow is to solve this. Are there some tools inside of blender that may make this a little easier?

I don't need a lot of detail. I really only need the walls and floor.

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  • $\begingroup$ is your shadder like this? have uv mapping? ![enter image description here](i.stack.imgur.com/MDIFR.png) $\endgroup$
    – 3D-ited
    Feb 1, 2021 at 6:38
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    $\begingroup$ could you please show some pictures? It would help to understand what you mean $\endgroup$
    – moonboots
    Feb 1, 2021 at 6:44
  • $\begingroup$ BTW why do you rotate the envi? ... and how. $\endgroup$
    – vklidu
    Feb 1, 2021 at 7:39

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To get equirectangular texture mapped correctly it is usseful to know distance of the camera (that took a shots) from a ground. Usually it is about 1.5 - 1.7 m.

enter image description here

This should be a distance of floor face from object's origin, because the origin represents the place of real camera and all pixela of equirectangular texture are like exploding sphere into all directions from origin location.

enter image description here

It is quite useful to position also Camera object at Plane's Origin. Lock position at X=0, Y=0, Z= Plane's Origin and enable under 3Dview side Properties panel (N) View tab > Camera to View.

In Shader editor > World set the same equirectangular texture. Now they should match from Camera view.

enter image description here

With Plane selected switch to Edit mode and start to reconstruct environment ...

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Note:

  • Or if you know some distances you can ensure with those. Like if you know size of floor, set that in edit mode and by moving this face along global Z axis you can adjust position to match with a texture.
  • and sure ... you have to use Environment texture node (not Image node) ;)
  • You don't have to use a Camera setup described above, you can directly extrude faces in 3Dviewport, but gives you nice overview what is where.
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    $\begingroup$ Hey man, this answer is a real eye-opener for me :). I never knew you can line up your HDRI like that, thanks a bunch! $\endgroup$ Feb 8, 2021 at 21:34
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    $\begingroup$ Finally some one who jumped on the same wave :) Yeah I thought it was broken for many years :) Than I realised I was just blind when I tried to reconstruct space with origin at floor level :) $\endgroup$
    – vklidu
    Feb 8, 2021 at 21:57

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