I’ve scoured the web searching for commercial free 360 HDR images to use as cubemaps in my project. The images I’ve located are all .dds format, and from what I can tell, most of these photographers seem to be using a standard setup to capture the 360 HDR image.
My question: Why doesn’t UE4 use what seems to be the standard for 360 images? In other words, why do I have to open the .dds in photoshop to flip and move each axis? (NEG-Z, POS-Z etc.)
Below, is what the .dds looks like in Photoshop.
Next is what it looks like when importing into UE4.
The map seems to be aligned wrong when used with a standard cubemap implementation.
I know about the UE documentation explaining how to flip the axis of each side, but I’m just wondering why the extra work to change what seems to be a standard for capturing the 360 images.
Thanks for any technical clarification on this.