Problem: When I add a mapping node to my sky image it distorts it. How to fix?

Problem: When I add a mapping node to my sky it is impossible to know which factors (location, rotation,scale) to adjust so it looks like the original. :frowning: I tried playing with the (location, rotation,scale) to adjust so it looks like the original but it never does. How can I load a sky image so it looks like the original?

When adding a sky image using the (World > Environment Texture) the image loads zoomed in and doesn’t appear to be scaled properly. It’s so frustrating I finally gave up but now I want to know how to set it up properly.

Is there an simple way to load a sky image so it fits the background?

Problem: When I add a mapping node to my sky it is impossible to know which factors (location, rotation,scale) to adjust so it looks like the original. :frowning:


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EDIT: only rotate around the Z axis.

Hi, thanks for the reply,
So rotating around the Z axis may put the image in front of me but there’s no rhyme or reason as to how to position, rotate or scale the image to get it to look or fit the scene. Is there a trick to doing this?

When you load a sky map it shouldn’t be a guessing game just to see your image at the correct dimensions. This seems like an issue that needs addressing by the Blender team.

Any image you select as an environment map will be stretched 360/180 degrees around the entire “world”. So it is only natural that the camera will only have a tiny fracture of it in sight - how big that fracture is depends e. g. on the focal length of your camera.

That’s just how things work. If you don’t like that, I suggest you add a different sky background to your liking in post or with a Light Path > Is Camera Ray setup. That secondary sky map can use any other texture projection, btw.

check alpha in film and composite your background. your using a 3d sky map in a 3d world. convincing reflections and lighting need this.

just get your skymap sun to line up with your lamps and scene to get your desired lighting, then composite your 2d backdrop.

Is your sky texture actually an equirectangular, 360 degree panoramic image? Or is it just a photo of a sky? No amount of mapping manipulation will fix it if it’s just a normal photo.

If it’s equirectangular, then it should work right away. You would only need the mapping node to rotate the Z-axis to spin the whole image around relative to the ground plane, and only slight adjustments to the X and Y rotations if you need to. Changing the Location and Scaling will stretch and distort the image, and should only be touched if you really really really need to. 999 times out of 1000 you don’t need to.

Thanks everyone. The image is equirectangular. TheTuxedo, your tip to not adjust the Location and Scaling are helpful. Now at least I have a starting point of only adjusting the Rotation: Z-Axis ans slight adjustments to the X,Y Rotation.

I understand the frustration here after trying to resolve this myself, I’ve found that, given there is a greater stretch effect for 360 degree coverage compared to 180 degree, if you adjust just one of the axis under ‘scale’ it can reduce the distortion effect for a sufficiently high resolution background texture. For me this was the Z scale.

Be sure to use an HDRI image or a tileable texture.