PANORAMA TO SKYBOXHDRI to cubemap.
HDRI to cubemap.
In the browser.
Drop a panorama. Get six labeled faces. EXR, HDR, PNG, JPG. No upload, no signup.
THE MATH, IN ONE PARAGRAPH
A 360° equirectangular panorama is a sphere unwrapped into a rectangle. A cubemap is the same scene re-projected onto the six faces of a cube around the viewer. The conversion samples each face by casting a 90° FOV pinhole camera in the six axis directions and reading where each ray meets the sphere.
SUPPORTED FORMATS
- .exr
- OpenEXR, half- or full-float. HDR range preserved end-to-end when you pick an HDR output encoder.
- .hdr / .hdri
- Radiance RGBE. Same handling as EXR.
- .png
- 8-bit, fine if your source is already tone-mapped.
- .jpg / .jpeg
- 8-bit, lossy. Expect compression artifacts at face edges.
COORDINATES
Right-handed, +Y up. 90° FOV pinhole per face, sampled at pixel centers. Face-up aligned to the horizontal-cross convention used by Blender, Unity, and Unreal.
| Label | Axis |
|---|---|
| Right | +X |
| Left | -X |
| Up | +Y |
| Down | -Y |
| Front | +Z |
| Back | -Z |
GUIDES
- Cubemap or equirectangular?
- Most engines accept an equirectangular HDRI directly. A few need six cubemap faces. A per-engine breakdown of which input each engine wants.
- HDRI to Source engine skybox
- Turn an equirectangular HDRI into a Source engine skybox. The converter builds VTF face textures and VMT materials for materials/skybox/ in LDR and HDR.
- How to use an HDRI in Blender
- Light a Blender scene with an HDRI through the World shader: setup, how to rotate the HDRI, Eevee notes, and exporting an HDR for cubemap engines.
- HDRI to Unity skybox
- Make a Unity skybox from an equirectangular HDRI: the Skybox/Panoramic material, the cube texture shape, and the legacy six-sided shader.
- HDRI in Unreal Engine
- Light an Unreal Engine level with an HDRI: the HDRI Backdrop plugin, a Sky Light with a specified cubemap, and the import settings that matter.
- HDRI to Godot skybox
- Use an HDRI in Godot 4: set up the sky with WorldEnvironment and PanoramaSkyMaterial, light the scene from it, and rotate it without nodes.
QUESTIONS
- Does my HDRI get uploaded anywhere?
- No. The converter runs in your browser on your GPU via WebGL. The file never leaves your machine. The page is static, so there is no server to upload to.
- Will my HDR data survive the export?
- Yes, if you pick an HDR encoder. The viewer's EXPORT panel offers PNG, JPG, and 8-bit TGA (clamped to LDR), 16-bit TGA, PFM at 32-bit float, EXR at half- or full-float, and Radiance HDR. The converter samples the panorama in HDR at every step. The export format decides whether it keeps or clamps the floats.
- Which coordinate convention does it use?
- Right-handed, +Y up, 90° FOV pinhole per face, sampled at pixel centers. Right=+X, Left=-X, Up=+Y, Down=-Y, Front=+Z, Back=-Z. This is the convention Blender, Unity, and Unreal share.
- Will it work with a 16K panorama?
- It will try. Most browsers cap a single texture at ~16384 px on the long edge, and most run out of memory before that. A 4K panorama gives the best balance of detail and reliability. An 8K panorama works on a 16 GB machine. A 16K panorama works on some machines and fails on others.
- Does it output Source engine skyboxes?
- Yes. The Source Skybox bundle in the sidebar EXPORT section produces six VTF face textures and the matching VMT materials, named in the Source convention. Copy them into materials/skybox/ in your mod or game folder. If you need a finished sky, Source Skyboxes offers finished Source engine skyboxes as free downloads. We maintain that site as well.
- Can I use the output commercially?
- Yes. The converter asserts no rights over your files. Your HDRI keeps the license its source attaches. This page adds no license terms.