I am finding that my cubemaps look 2 X the size they ought to be in a room that was used to make the cubemaps
I render a 360 Pan at 2048 X 1024 using 3DS Max and Corona (Corona has a camera modifier that makes these really easy to setup
This cubemap was rendered from the same room essentially.
I use the box projection and then adjust the settins to line things up, but the scale is way off, any pro tips for getting a better match?
Attached are an example and my settings
Does anyone know where we can find documentation that is in depth for Play Canvas Cubemaps, both for an artist and for a coder?
We are running into more issues. We are doing a custom loader to grab models from our amazon server and load them into play canvas, everything is working except the cubemaps, filtered and unfiltered are either or, not both and they look a lot darker than the Play Canvas editor versions I set up to compare for our coders
There was talk of reflection probes like those in Unity and Unreal, any updates on that?
That would be the easiest solution
From an straight engine perspective Cubemaps are scaled double size as shown above, user error for sure, I hope :), but without documents or Play Canvas team feedback I have pretty much tried everything.
The same lack of documentation is hitting us with our custom loader.
To use box project cubemaps, you need to make sure you have rendered the cubemap at the same scale as the model in PlayCanvas. Set the half extents to be half the size of the room you have. It looks like you either have your half-extents incorrect or you have rendered at the wrong scale?
You should render it so that it matches the scale that is in PlayCanvas. So your half-extents in PlayCanvas should be the same number of units has half the width/height/depth of the model when you rendered the cubemap.