HDRISKYBOX
PANORAMA TO SKYBOX

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.

LabelAxis
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 one actually wants.
HDRI to Source engine skybox
Turn an equirectangular HDRI into a Source engine skybox. It builds the VTF face textures and VMT materials for materials/skybox/, in both LDR and HDR.
How to use an HDRI in Blender
Light a Blender scene with an HDRI through the World shader: setup, rotating the environment, 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
Set up a Godot sky from an equirectangular HDRI with WorldEnvironment and PanoramaSkyMaterial, light the scene from it, and rotate it without nodes.

All guides →

QUESTIONS

Does my HDRI get uploaded anywhere?
No. Conversion runs in your browser on your GPU via WebGL. The file never leaves your machine, and the page is static; 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 sphere is sampled in HDR throughout; the chosen container decides whether floats are kept or clamped.
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 run out of memory before that. A 4K source is the sweet spot; 8K works on a 16 GB machine; 16K is a coin flip.
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 and ready to drop into materials/skybox/ in your mod or game folder.
Can I use the output commercially?
Yes. The tool does not assert any rights over your files. Your HDRI's license is whatever its source attaches; this page adds nothing.