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Ultimate space simulation software

 
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JupiterboyLuffy
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Convert CubeMap to Cylindrical Texture

24 Jun 2023 20:32

Is there a way I can turn a CubeMap into a Cylindrical texture?
 
arthurrobert
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Re: Convert CubeMap to Cylindrical Texture

24 Jul 2025 23:18

Hello, as we can't see your actual texture map, a few things to consider are:
  • Your screenshot is already showing an 8 sided cylinder, so in effect, you're possibly already there.
  • You could alter the texture map if needed to be one long version of the sides. When you UV unwrap a cylinder, you only need one seam and therefore a long texture that wraps "around" the cylinder. The top and bottom will need to be moved separately into place on the UV map.
  • It depends on the texture map itself and how that is configured along with how you've UV unwrapped your cylinder as to how easy or difficult it will be.
 
arthurrobert
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Re: Convert CubeMap to Cylindrical Texture

24 Jul 2025 23:23

Hello, as we can't see your actual texture map, a few things to consider are:
  • Your screenshot is already showing an 8 sided cylinder, so in effect, you're possibly already there.
  • You could alter the texture map if needed to be one long version of the sides. When you UV unwrap a cylinder, you only need one seam and therefore a long texture that wraps "around" the cylinder. The top and bottom will need to be moved separately into place on the UV map. geometry dash lite
  • It depends on the texture map itself and how that is configured along with how you've UV unwrapped your cylinder as to how easy or difficult it will be.
To my mind, the caps of the cube and cylinder can't literally be the same fixed image texture on top for both the cube and cylinder. My guess is, for in-game, it's either literally different or procedurally generated based on geometry, i.e. it's not an image texture, the image is generated by code at time of request. That is not something Blender would easily be capable of without a lot of work and complete overkill for a simple project.

You just have to consider what is tileable and those two top sections (cube and cylinder) are not the same in a way that is tileable. i.e. on the cap of the cylinder, the lighter brown extreme point is in the middle of the straight side whereas on the cube it points to the corner.

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