Ilona flexify4/3/2023 ![]() The flexibility to choose the right cloud provider for a given application is critical for enterprises wanting to place the workloads in the right infrastructure for the task. Flexify.IO has launched a multi-user management console, supporting customers that want to support multiple departments and users on Flexify.IO through a central administrator.Ĭloud Provider Egress Fees Are a Major Obstacle to Cloud Migration.A large gaming company recently worked with Flexify.IO to move more than 5PB of data from Amazon S3 to Google. ![]() The company also now supports Ceph-based storage.Flexify.IO now supports more than 20 different cloud storage service providers and private cloud storage environments, including Alibaba Cloud, Amazon Web Services (AWS) S3, Microsoft Azure Blob, Backblaze B2, Dataline, Dell EMC ECS, DigitalOcean, Dropbox, Exoscale, Google Cloud, Linode, Cloud, MinIO, OVH, Wasabi, and Yandex Cloud.(PRWEB) June 30, 2021Ī boom in demand by enterprises for data migration from one cloud provider to another has fueled an aggressive expansion in the number of supported clouds by storage virtualization provider Flexify.IO. It’s worth noting that the engine assets at \Engine\MapTemplates\Sky including SunsetAmbientCubemap, Desert_Outer_HDR, and DaylightAmbientCubemap all exhibit this behavior of having greater than 512x512 dimensions but being capped.ST. The texture seems to import fine but is capped at 512x512. I’m doing so by exporting an equirectangular Radiance HDR image from Blender. ![]() To clarify, my goal here is to have a high resolution skybox (current image is 2048x1024). Have you run into anything like this before? I’ll do some source diving tomorrow to see if it is some oddity in the Radiance HDR import code. It definitely makes the image and resulting skybox fuzzy. I don’t understand why I’m being limited to 512x512. The source is 2048x1024 which Unreal Engine seems to identify. I can’t figure out why the texture seems to import with a max in-game size of 512x512. hdr file through Blender and it imported and displays (somewhat) correctly. png which comes in as a Texture2D, while TextureSampleParameterCube wants a TextureCube. Thanks for the help RyanB! My problem is that I was importing the texture as a. Still works for me so at the moment I’m just ignoring the error. Also it’ll give you an error about UV wrapping when you build lighting. Set the lighting on this material to “unlit”.ĭrag the inverted sphere into the scene, scale it until it’s enormous, and apply the texture. Make a material out of the equirectangular texture and reroute the output from the texture node into the “emissive” input instead of the “base color” input. Import the fbx into Unreal as a static mesh. In blender make a primitive sphere, then invert the normals and export as. Import this png into Unreal as a texture. To anyone who stumbles across this thread here’s what I got to work:ĭownload the flexify2 plugin for Photoshop from the link posted by LexLuthor1.Īrrange the 6 faces of the cube into the “horizontal cross” arrangement as per the flexify manual.Īpply flexify to that image with the input as “horizontal cross” and the output as “equirectangular” (this is the latlong/HDR format referred to by Ryan B) and save as a png. I’ve tried looking at the default skybox for guidance but it appears to me that the default skybox isn’t actually using any cubemaps, or possibly is too complex for me to see where they are being used.Ĭan anyone offer some guidance? I feel like this should be much more simple than it’s turning out to be.Īlright I’ve got something close enough to work, though there’s a bit of aberration at the top and bottom of the sphere where the texture comes together, but not very noticeable unless you’re looking for it. The doc mentions “Two popular uses are via ambient cubemaps and cubemaps within materials” but then they only go into details for the ambient cubemaps.ĭirectly creating a material from the cubemap doesn’t seem to work correctly (I can’t actually see the texture on the material, it doesn’t seem to realize that this is a cubemap?), or else I’d just make a material from the texture and apply it to a really large sphere. The docs only seem to cover using the cubemap for ambient lighting, but I’d like to actually see the entire thing. Once I have the cubemap, though, I’m not sure what to do with it in order to replace the sky. I feel like I’m close but that maybe there’s something obvious I’m missing. png files (top, bottom, left, right, front, back). I’m trying to replace the default sky with a space texture that I have in the form of 6 separate texture.
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