my game requires cubemap renders (think source games and the env_cubemap object) and i was hoping theres a way to save the result of baking them, because setting up multi-view stereographic cameras is… annoying.
if not well… thats. exceptionally lame but par for the course for eevee i guess ;_;
i know that, otherwise the reflection probe wouldnt have shown up in the screenshot
i mean saving them to a file (or files, plural), in this case the sides of the baked cubemap
For now, you still need to render out the six images of the cardinal direction…it is a bit of a pain but if you set up once to render out the six-frame animation…you only need a single camera …
It is a bit easier to render an equirectangular of the scene and then bake that to a cube map…
There is this…
and he has a set-up that you can use …to eliminate setting up the camera etc…
well, unless you have to render out animations like I do
in which case… ow
welp time to create a jank solution to something Blender Game could do natively ;v;
Dunno which engine you use and what exactly cubemap will should do, but keep in mind what cubemap in blender are pre-filtered enviroment map.
Based on how it looks i bet its a classic “gamedev” solution with generation of specific mipmap chain for different levels of roughness.
As another example, Substance Painter have different approach and do all filtering in realtime.
So you may not only needed to render all that 6 sides of cubemap, but also use something like cmftStudio/AMD Cubemapgen to have appropriate cubemap for you engine.
Unreal Engine, as example, can import any textures with existing mipmap chain, but afaik its not possible to push unreal to generate those mipmapchain with pre-filtering.
Custom engine. The cubemaps are what the player sees (prerendered point and click game. If you know the game Scratches, its like that).
Well, technically, the game actually uses single octohedral envmaps. but i still need the cubemaps to turn them into octohedrals.

