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I need to render a cubemap from a Blender scene.

Is this the correct way to do it?:

Set camera FOV to 90. Have one camera facing up, one down, left, right, front , back. Is that all to achieve a proper seamless cubemap?

If not, how then?

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Regardless of which render engine you use, the process is the same.

It has been explained well here.

Setup the Blender Render Panel

Enter a resolution in the Render Panel and ensure the aspect ratio is set equal. [(e.g., 1024x1024)]

Setup a camera

. . .

  • Set the camera's 'Lens' to 'perspective' and Field of View to 90 degrees exactly.

  • Put the camera's location at the center of wherever the viewpoint will be in the modeling environment.

  • There are six images for each cube face.

  • The camera rotation values that correspond to each cube face are: (x,y,z values in degrees)

North:  90,0,0
East:   90,0,-90
South:  90,0,-180
West:   90,0,90
Up:     180,0,0
Down:   0,0,0
  • Set the camera to each rotation and render the image, then save each image

. . .


Personally I find rendering a single-image equirectangular environment map to be easier, but I understand you may have specific reasons for needing a cube map.

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  • $\begingroup$ I'd prefer equirectangular rendering myself, but Blender Internal doesnt support it which I need to use. $\endgroup$
    – Leo Ervin
    Commented Sep 1, 2015 at 16:30
  • $\begingroup$ So basically yes, I was right (for anyone who doesn't want to bother to read the link). $\endgroup$
    – Leo Ervin
    Commented Sep 1, 2015 at 20:21
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    $\begingroup$ Please include some of the steps for rendering in the answer itself instead of just linking to the solution. Link only answers are discouraged as if the link goes down then so does this answer. $\endgroup$ Commented Sep 2, 2015 at 8:58
  • $\begingroup$ Please expand on the link and make your answer useful here. As it is now all your answer does, is direct someone to where they can get the info. Se answer should have the info here. $\endgroup$
    – David
    Commented Jul 31, 2016 at 16:28
  • $\begingroup$ The problem with equirectangular maps is there are wasted pixels at the poles, and not enough resolution at the equator. Cubemaps have their own problems, of course, but tradeoffs aren't a surprise to anyone here... $\endgroup$ Commented Apr 4, 2022 at 13:50

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