Equirectangular Background - Distortion top/bottom

Hi,
I have made a Equirectangular Background Starfield and set it succesfully as an enviroment texture. It looks mostly alright, except that there is a distortion at the top and bottom.

You can see it here, the Stars are longer than they should be and are supposed to be points.

Is there any way to avoid this?

Equirectangular image ares somekind of “warped” so: Look at some references for equirectangular startfield images…

So if this is you equirectangular image… then it seems to be correct ?

I used one of the Equirectangular images from the link and yeahh…

it is distorted as hell at the poles:

Well thats unfortunate…

The Question is…
How can I map a Background Texture without any distortion?

Like a Cubemap or something like this

Well this is then a different question and you might have do alter the headline or open another topic to raise the possibility that other see this (correctly)…

Anyway:

You might try some procedural way like:

For rendereing cube maps there are some “tools” like maybe:

or that

??

Unfortunately Blender does not Support cube Maps as world Background scenes, the Video you posted is about using cubemaps in external applications.

And the noise solution is my old solution. However it is not suitable since I am generating non random star maps.

But thanks anyway.

IT consider the Background Question still in topic.
Since i am still looking for for some undistorted hdri knowledge.

Most likely, the textures you’re using aren’t quite equirectangular. (there are plenty of projection types to choose)
If you post the image in cause, I might find the correct projection scheme, and compensate the coordinate system to correctly display those. (unless, of course, the texture was wrongly produced).

And cubemaps are fairly easy to create (and use) in blender. All you need is a cube with the environment texture and bake it.
And for the world, you just need to transform the coordinate system.

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Well… using the world shader this might be not supported directly because it’s such a “classic” methode superseded by some others now… use a big cube and maybe you have to rotate the UV because depending of the map it’s more like +- () than t…

Nevertheless: If not using some procedural “spherical” generation then almost any map do have some distortion somewhere.