Cubemap skybox using multi-layer dds texture

Hello,

I’m looking for a better solution for my scene skyboxes. Currently, I’m taking my skybox DDS textures into GIMP and making a classic cubemap out of the 6 separate layers that are present (+X, +Y, +Z, -X, -Y, -Z). Then merge and export as PNG. It works for the most part, but it’s not perfect. The biggest issue is that each face has small dark gradient on the edges, which results in visible edges. My workaround is to tweak the UV map manually so the edges aren’t as noticable (not as issue with normals or shading).

As I mention, the DDS has 6 layers (picture below). I would like to know if there is a method to manipulate each of these layers using nodes so each cube face has a specific layer assigned to it.
I thought of using 6 separate planes and assigning each the same PNG cube map with offset in mapping node but that requires 6 materials.

I’ve read some threads about doing this through environment maps or cube texture but those were from years ago, so not very up-to-date.

I appriciate any feedback.

You can export the map as a 16bit Layered EXR and bring it into the compositor. Should save some time and then you will have access to all the layers on the import.