I've been doing a bunch of 360 panorama shots for a skydome in UDK. But all I'm getting is this:
As you can tell. The process is fine, explained below, but the rendering is not. What's up with the lighting changing on a 90 degree angle switch? Please don't tell me Terragen simulates the light reflecting off of the virtual camera lens....
Either way. this is something that's been discussed before, but after hours of searching for solutions, I got nothing. So please, I need help with this, it's a time urgent kind of thing.
And yes. I've tried switching GI off. That's with it on. But the effect is exactly the same, except everything turned green. But that's just atmospherics and lighting, I can deal with that.
So I'm basically using the 6 shot/slap onto cube/bake to sphere/save image method to make a 360 degree panorama. Each angle change is 90 degrees, and the FOV is 90.
For those a little confused. I'm using this tutorial here as a base:
http://lightfeather.de/lf/documentation/skydometutorial/Skydome.htmlBut because the actual method is faulty, I eventually figured out that reflecting the normals of the outer sphere fixes the problem of the render not baking anything.
So far, this is the only process that works to get a panoramic 360 image fit for a skydome in UDK. Image stitching just ends up with the stitching program crapping itself and wondering what it's doing. And manually doing all the points still leads to the image program crapping itself. I've tried Photoshop CS5.1, PTGUI, and Hugin. All of them couldn't figure out who to do with the pictures, mostly because there's two images for the floor and ceiling shots I think.
And before you mention it, yes, the images for the stitching programs were shot using 110 degrees for the Horizontal FOV.
Bla bla. Long story short. I've only got one method that works, if anyone could tell me another way, I'd be happy to hear it.
Although the process I'm using right now works quite nicely, once I figured out how it works...