Seams appear in rendered cubemaps

Hello All!

I’m trying to render out a high res 360 render for a virtual meeting space. I tried rendering with panos first, but we couldn’t get high enough render resolution out of them. I’m now trying to render 6 separate 4k cubemap images and stitch them together, but i keep getting slight shadow seams where the renders meet. I’ve deduced that it’d due to Lumen’s GI being slightly miscalculated within each frame, and when I checked Lumen off as the GI Method, the seams were gone, but now the render quality looks terrible, I’ve attached 1 of each render for reference, does anyone have a potential workaround for this?


Disabling screen traces on lumen GI may help the scene integrate better, but unfortunately there are many extant problems in 5.3. I know that the lumen team pushed major improvements to the sceneCaptureCube system about two weeks ago, but that only applies to the new main branch and not anything that will be released soon.

Your best bet may just be to use the path-tracer and see what you get.

The path tracer definitely cleared up the seams, although it looks like they are now rendering with a single pixel thick black line on the bottom, do you possibly know why that is?

I’d have to assume some guard band or buffer size mismatch, but beyond that I rally don’t know; it does look like something you could fix with generative fill in photoshop though, especially since it’s only a single row of pixels. Are your scene capture cameras exactly 4k?

yes it’s 4000x4000. I tried recreating it with other cameras with no success, that black row never showed up, so I’m just going to chalk it up to those cameras specifically being weird, but thanks for your help!

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