Hi.
I’m trying to create a background in unreal, like the environment panoramas in substance painter when you change to rendering. i’ve got a panorama i’d like to use.
But it’s a bit harder than i thought. I first tried reversing faces in maya and brought in a sphere and applied the panorama as a material to the sphere. It kind of worked but there obviously aren’t any shadows and it’s not ideal.
I’ve read up on the skybox/skysphere and there are a few tutorials - the thing is i’m not really wanting to change just the way the sky looks, i want to use the whole panorama including the ground, etc.
Thanks @ClockworkOcean I did get a hdri working as a backdrop which is cool. I wouldn’t mind some advice re: shadows. I’ve modelled a rubbish bin and it sits on the “ground” of the hdri backdrop. At the moment in the scene there is just the bin static mesh and the hdribackdrop. So i brought in a point light which is above the bin to cast a shadow but because there is no underlying floor mesh, no shadows are seen. So then i brought in a cube into the scene to represent a “floor” and now I can see the shadow that is cast but I can’t figure out a way to make the floor cube invisible while keeping the shadow seen on the floor(even if that’s possible). I know you can tick “Hidden shadows” but I think that is to enable the floor to still cast a shadow despite it being invisible rather than having the actual shadow still visible on the invisible floor. As an aside I thought the hdri itself might cast a shadow with the bin sitting on the floor, but shadows only seemed to be visible when I brought in a point light. Thanks.