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

  1. Open the Shader Editor.
  2. Switch the editor type from Object to World.
  3. Add an Environment Texture node (Shift+A > Texture > Environment Texture).
  4. Click Open and select your downloaded .png skybox.
  5. Connect the Color output to the Color input of the Background node.
  6. Switch to Rendered view (Z > Rendered) to see your sky.

Unity Integration

  1. Import the downloaded .png into your Assets folder.
  2. Select the texture. In the Inspector, change Texture Shape to Cube.
  3. Create a new Material. Change its shader to Skybox > Panoramic.
  4. Assign your texture to the Spherical (HDR) slot.
  5. 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. Use Cube only if you have a cubemap.
  • Filter Mode: Bilinear or Trilinear usually smooths artifacts. If a thin line persists from color bleed, try Point.

Material Settings

  • Mapping: on the Skybox > Panoramic material, set to Latitude Longitude Layout for 360° images.
  • Image Type: set to 360 Degrees for a full wrap, or 180 Degrees if it only covers half the sky.

Unreal Engine Integration

  1. Drag the downloaded .png into the Content Browser to import it as a Texture2D.
  2. Open the texture. Set Texture Group to Skybox, Compression Settings to HDR (or Default for an 8-bit PNG), and Mip Gen Settings to NoMipmaps to avoid seam artifacts.
  3. Right-click the texture and choose Create Material. Set the material's Shading Model to Unlit.
  4. In the material graph, plug the texture's RGB into Emissive Color. Sample with a LongLatToUV helper or use Unreal's built-in Sky Sphere approach (see step 5).
  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

  1. Import the downloaded .png.
  2. Select the image in the FileSystem dock, go to Import tab, set Mode to VRAM Compressed and reimport.
  3. Add a WorldEnvironment node to your scene.
  4. Create a new Environment resource.
  5. Set Background Mode to Sky.
  6. Create a new Sky resource, then a new PanoramaSkyMaterial.
  7. 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.