What are some advantages and disadvantages between the two. Especially for something like a 3D game.
To Assign the skybox to the scene you're working on: Choose Window->Lighting from the menu bar. In the window that appears select the Scene tab. Drag the new Skybox Material to the Skybox slot.
Skyboxes and skyspheres are pretty much equivalent in the sense that you will get the same kind of visual effect - i.e. a nice background that appears to be at a long distance away.
However I'd normally recommend a skybox for the following three reasons:
Regarding the last point, it is pretty easy to configure a renderer to produce raytraced square images that exactly fit on a skybox by creating a 90 degree field of view, e.g. in POVRay you would use something like the following:
camera {
right -x
up y
direction -z
location 0
}
I typically use 1024*1024 or 2048*2048 square textures for this.
The one good reason I can think of to use a skysphere is if you are using some kind of procedural texture approach that requires generation at (approximately) the points on a unit sphere. I think that is a pretty special case however, and unlikely to be necessary for most gaming applications.
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