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BigSky
07-05-2005, 01:46 PM
Hi all,

I'm toying around with maya's environment sky to make a quick n easy hdri skyboxes, and the process involves some baking of the environment sky texture. As with any reflectionmap, it can be converted to a "meaningful" file texture by connecting a samplerInfo.normalCamera into the Skyenvironment's ray direction. Trouble is, where do the seams come from on the bake, and how to get rid of them? Please see the attachment for the connections/problem.

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07-05-2005, 01:46 PM
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