Make starry skybox in blender, takes about 30 second. Getting that same skybox or something similar in Godot has been... a challenge. This is as close as I've gotten, but I am unsure WHY it is stretched on the edges in Godot, but is uniform in blender.
@hazlin@shortstacksran.ch Field of view or camera perspective (like a fisheye lens) maybe? Does it stay stretched like that if you move the viewpoint, or does the stretching follow the camera?
Reply to @[email protected]
@Giganova8@varishangout.net The stretching is relative to the center of the view. My vague understand is that, the skybox uses Polar coordinates for the UV, and that is somehow related. But, I don't yet understand it well enough to say more than that.
Reply to @[email protected]
@Giganova8@varishangout.net > Field of view or camera perspective Actually, you are exactly right, lol thank you :D I thought I was having a problem, but I guess this is the intended result of FOV!
@hazlin@shortstacksran.ch It is a little odd that Godot seems to be showing you such a wide FOV in the editor though, I can see why you'd think something was wrong. Maybe there's a setting to control the editor camera FOV as well somewhere?