# Scene or Level as Skybox

**URL:** <https://forums.unrealengine.com/t/scene-or-level-as-skybox/353349>\
**Category:** Rendering\
**Tags:** skysphere, skybox, unreal-engine, Blueprint, question\
**Created:** [April 7, 2016, 9:44pm UTC](https://forums.unrealengine.com/t/scene-or-level-as-skybox/353349 "2016-04-07T21:44:51Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![Naleen](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Naleen](https://forums.unrealengine.com/u/Naleen)\
**Post date:** [April 7, 2016, 9:44pm UTC](https://forums.unrealengine.com/t/scene-or-level-as-skybox/353349/1 "2016-04-07T21:44:51Z")

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I have been trying to create a skydome or box from a scene where I have a level set as a moon, orbiting a planet which in turn orbits a star.

The above video is the concept I am trying to grasp at, where the skydome perspective will be captured from the position of the cube orbiting the blue sphere. Yellow line is just where the star would be. 

I have thought about how UDK2004 done skyboxes with a room off to the side and then use this room as the skybox. But try to do it with level streaming instead?

If anyone could give me a hand or push in the right direction I would be most appreciative.

Thanks, Sarah.

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**Author:** ![Naleen](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Naleen](https://forums.unrealengine.com/u/Naleen)\
**Post date:** [April 8, 2016, 3:15pm UTC](https://forums.unrealengine.com/t/scene-or-level-as-skybox/353349/3 "2016-04-08T15:15:26Z")

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The below image is a fudge of what I am trying to do. Where by the level is orbiting a gas giant as indicated above with the cube scenario.  
I know I could scale the entire level up and then start translating the entire playable map with all assets so it orbits realistically, but I want to cut the CPU time in translating everything in a realistic orbit solar system.

I only care for the skybox from the position of a particular moon of a gas giant orbiting a star.

So if all the solar system scripts and physics is handled somewhere else not in the same place as the level and rendered to a texture that is positioned in the place of the moon, then that’s all I want. I just don’t want to be translating billions of vertices in the world multiple times a second.

Or a better way to explain, how can I get an entire level as a skybox for another level where the point of view is a moving object.

 ![85944-ueorbitplanet1.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/5/e/f/5ef1ac1d77ee31f803518b498cdf6b77e9b24999.jpeg)

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**Author:** ![Chocolate32](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Chocolate32](https://forums.unrealengine.com/u/Chocolate32)\
**Post date:** [May 8, 2025, 9:45am UTC](https://forums.unrealengine.com/t/scene-or-level-as-skybox/353349/4 "2025-05-08T09:45:11Z")

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Too sad that no one did respond to this! and till this day, we don’t know whether this is possible or not!

Now I’m just wondering if there is a way to turn a UE space scene level into either an HDRI that preserves the same quality or to render that level inside another one (world partition) in an optimized way?

I hope someone have an answer to this!
