I'm looking for a way to create a cubemap effect that mimics that seen in Source Engine materials, either through use of the cubemap faces or the mirrorball/sphere that is included in some of the textures, seen in this image patched together from one of Valve's cubemaps
I would prefer to be able to replicate the cubemap effect that works like a cube with inverted normals but on a per-material basis and regardless of UVs, but at minimum I'd like to replicate the effect of using the sphere as a matcap, which I'd assume would be WAY easier
Does anyone know how to accomplish this? I know there are built-in reflection functionality, but the goal of this is to be able to use pre-existing textures that likely aren't formatted for blender's current forms of environment mapping