Export Guide
Atmos Forge generates 2:1 equirectangular panoramic textures. These images wrap perfectly onto the inside of a sphere to create a seamless 360° background for 3D applications, game engines, and concept art.
Blender Integration
- Open the Shader Editor.
- Switch the editor type from Object to World.
- Add an Environment Texture node (Shift+A > Texture > Environment Texture).
- Click Open and select your downloaded
.pngskybox. - Connect the Color output to the Color input of the Background node.
- Switch to Rendered view (Z > Rendered) to see your sky.
Unity Integration
- Import the downloaded
.pnginto your Assets folder. - Select the texture. In the Inspector, change Texture Shape to
Cube. - Create a new Material. Change its shader to Skybox > Panoramic.
- Assign your texture to the Spherical (HDR) slot.
- Go to Window > Rendering > Lighting, and assign your new material to the Skybox Material slot.
Fixing a Visible Vertical Seam in Unity
If you still see a vertical line where the panorama wraps, the texture is usually being sampled across its wrapped edges. Adjust the import settings below.
- Disable Mipmaps: the most common cause. The GPU samples a lower-resolution mip at the seam where UVs jump from 1 back to 0. Select the texture and uncheck Generate Mip Maps, then Apply.
- Wrap Mode > Clamp: prevents the texture from bleeding from the opposite edge.
- Texture Shape: for standard equirectangular (lat-long) images used with Skybox > Panoramic, set Texture Shape to
2D. UseCubeonly if you have a cubemap. - Filter Mode:
BilinearorTrilinearusually smooths artifacts. If a thin line persists from color bleed, tryPoint.
Material Settings
- Mapping: on the Skybox > Panoramic material, set to
Latitude Longitude Layoutfor 360° images. - Image Type: set to
360 Degreesfor a full wrap, or180 Degreesif it only covers half the sky.
Unreal Engine Integration
- Drag the downloaded
.pnginto the Content Browser to import it as a Texture2D. - Open the texture. Set Texture Group to
Skybox, Compression Settings toHDR(orDefaultfor an 8-bit PNG), and Mip Gen Settings toNoMipmapsto avoid seam artifacts. - Right-click the texture and choose Create Material. Set the material's Shading Model to
Unlit. - In the material graph, plug the texture's RGB into Emissive Color. Sample with a
LongLatToUVhelper or use Unreal's built-in Sky Sphere approach (see step 5). - Easiest path: drop the BP_Sky_Sphere actor from the Engine Content into your level, then on the actor swap its panoramic texture parameter for yours and uncheck Colors Determined By Sun Position.
If you see a vertical seam, the cause is the same as in other engines: mipmaps sampling across the wrap. Force Mip Gen Settings to NoMipmaps and set the texture's X-axis Tiling Method to Clamp in the texture editor's Details panel.
Godot Integration
- Import the downloaded
.png. - Select the image in the FileSystem dock, go to Import tab, set Mode to
VRAM Compressedand reimport. - Add a WorldEnvironment node to your scene.
- Create a new Environment resource.
- Set Background Mode to
Sky. - Create a new Sky resource, then a new PanoramaSkyMaterial.
- Assign your texture to the Panorama property.
Other Uses
- Concept Art: Use as an HDRI lighting source in your 3D blockouts before painting over.
- Game Menus: Map to a slowly rotating sphere for a dynamic main menu background.
- VFX: Use as a reflection map for metallic objects in your comp.