Hi
I wanted to quickly see what my sky background texture will look like with particular rotation. So I setup a simple .blend which you can append a group from.
It contains a sphere unwrapped for 360' skies and a controller empty, which has some simple constraints so that the Z rotation of the controller == the rotation to input into the vray world texture. I couldn't be bothered to manually think of the translation.
To use;
-Append the group from the attached .blend
-Select the empty/controller object and position just in front of camera origin. (See the blend file for what I mean by in front of the camera)
-Scale the empty so that it is behind any objects.
-Select the sphere from the outliner, assign sky texture to faces in UV editor.
-Go textured view
-Rotate the skyController Z axis to get desired sky composition. You must use transform in 3d view or a constraint will not apply!
-Add the sky texture for Vray world/Dome, set the horizontal rotation to exactly what the skyController empty has in it's Z rotation.
-The objects are turned off for render so don't worry about that.
-Yes you can view hdr textures in blender viewport.
-Enjoy!
[attachment=0:g3ty8arr]skyRotation.blend[/attachment:g3ty8arr]
Btw it is setup for multitexture view, it will not show in GLSL view. If you want to use GLSL view remove the transparency from the sphere material.
I wanted to quickly see what my sky background texture will look like with particular rotation. So I setup a simple .blend which you can append a group from.
It contains a sphere unwrapped for 360' skies and a controller empty, which has some simple constraints so that the Z rotation of the controller == the rotation to input into the vray world texture. I couldn't be bothered to manually think of the translation.
To use;
-Append the group from the attached .blend
-Select the empty/controller object and position just in front of camera origin. (See the blend file for what I mean by in front of the camera)
-Scale the empty so that it is behind any objects.
-Select the sphere from the outliner, assign sky texture to faces in UV editor.
-Go textured view
-Rotate the skyController Z axis to get desired sky composition. You must use transform in 3d view or a constraint will not apply!
-Add the sky texture for Vray world/Dome, set the horizontal rotation to exactly what the skyController empty has in it's Z rotation.
-The objects are turned off for render so don't worry about that.
-Yes you can view hdr textures in blender viewport.
-Enjoy!
[attachment=0:g3ty8arr]skyRotation.blend[/attachment:g3ty8arr]
Btw it is setup for multitexture view, it will not show in GLSL view. If you want to use GLSL view remove the transparency from the sphere material.
Comment