.. _stdlib_cubemap_import_window: ====================== CubeMap (SkyBox) ====================== .. image:: Skybox_example.png :width: 400 :alt: Skybox_example +++++++++++++++++++++ CubeMap Creation +++++++++++++++++++++ .. image:: cubemap_create.jpg :width: 300 :alt: cubemap_create First, you need to create a cubemap texture. You can do this by clicking the ``Create/CubeMap`` button. Then, you need six textures, one for each side of the cubemap. .. image:: cubemap_import.jpg :width: 300 :alt: cubemap_import Set up a texture for each side of the cubemap. Changes will be applied immediately, and you can see them in the preview. .. warning:: All slices should be POT textures (Power of Two) and have the same resolution. .. note:: The ``generateMipLevels`` option is useless for cubemaps. The skybox shader doesn't use mip levels. +++++++++++++++++++++ SkyBox Material +++++++++++++++++++++ .. image:: skybox_material.jpg :width: 300 :alt: skybox_material Create a new material (``Create/Material``) with the ``sky_box`` shader. Set your cubemap texture as a cubemap texture (slot 0). Rotate the preview to check that everything is correct. Now you can use this material as a skybox in the render settings.