How To Use Unreal’S Inside Cubemap Node?

The video discusses the use of the InteriorCubemap node in Unreal Engine 4 to create cubemaps from textures or scenes. The aspect ratio of the square container is not 1:1, and the user is trying to create a “fake hole” effect using the node. They have tried using Unity and found that the cubemap works correctly. The video also discusses creating custom skybox or sky sphere materials for projects within Unreal Engine.

The user is trying to create a “fake hole” effect using the InteriorCubemap node, but the aspect ratio of the square container is not 1:1. They are trying to recreate the method insomniac uses to achieve hundreds of fake interiors in buildings. The node is only compatible with cubes or squares, but they are not compatible with circles or cylinders.

The user is also trying to create a custom skybox or sky sphere material for their projects within Unreal Engine. They need to generate world-space coordinates for every texel of their room, which is done using the node named “Skybox”. The video concludes by highlighting the importance of using texture assets in Unreal Engine for creating vibrant and colorful scenes.


📹 Interior Mapping – Shader Graph Basics – Episode 34

In this shader tutorial, I show how to create Interior Mapping – a way to make simple shapes appear to have interior details.


📹 Basic Interior Mapping Shader | Unreal Engine

Unreal Engine 5 was used, but this tutorial works on recent versions of Unreal Engine 4) (Also this tutorial used the Early Access 2 …


How To Use Unreal'S Inside Cubemap Node
(Image Source: Pixabay.com)

Rafaela Priori Gutler

Hi, I’m Rafaela Priori Gutler, a passionate interior designer and DIY enthusiast. I love transforming spaces into beautiful, functional havens through creative decor and practical advice. Whether it’s a small DIY project or a full home makeover, I’m here to share my tips, tricks, and inspiration to help you design the space of your dreams. Let’s make your home as unique as you are!

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7 comments

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  • I understand this whole article (and probably the next few) is only going to cover tangent-spaced interior mapping. Before you move on to another topic, please do not ignore object-spaced (or world-space) interior mapping which I want to learn as well. I really need interiors for sloped and curved buildings, as I commented a few days ago, the drawback to tangent-space interior mapping is unrealistically tilted rooms on sloped facades or distorted rooms on curved facades, which I do not want. I hope you understand my plight and I trust that you will soon cover object-spaced interior mapping. For some reason, I cannot attach a link to show you what I am talking about. I do not want to repeat again, thank you.

  • I need help… I followed your tutorial in Unity, but I’m getting a weird warping effect, It looks perfect in parallel camera view, but not working correctly in perspective camera view, and I also spotted a warping effect in your article at 12:24 where you moved the preview window, the top side of the cube where the texture is green, it seems to be wrong. ( sorry for my bad English )

  • Great article Ben! I’ve been learning a lot from you Could you explain the benefits of using this technique over using actual geometry to build the interiors? I always thought this technique was more kind of a “shortcut” to make the life of artists easier, better than spent a lot of time populating the buildings interiors with a bunch of textured boxes, but does it has any performance benefit too?

  • Hi Ben, and thanks for an amazing tutorial, as always! 🙂 I had a question though about the view vector transformation part: if I understand properly, the point is to do a raycast from the camera onto the surface, so as to get the intersection with the three possibles sides of the room to render, and then check which one is closer to render the right one. So I’ve seen the technique you show used in various places on the net (either in code or in graphs), but I can’t understand how computing this reciprocal vector, then taking the absolute value etc gives us the raycast result… could you please shine some light on this part? Thanks in advance, and again thanks for all your great articles on shaders 😀 Cheers!

  • Is is possible to apply this interior mapping to shapes other than cubes? Like If I was to represent the interior of a sphere? Or a portion of a sphere? I’m trying to show a fair depiction of an Iris being refracted behind a cornea with the Iris itself appearing under the surface and also concave, rather than sitting on the surface. I borrowed an example from the Refractive Ice tutorial where you can reflect the view direction and push the texture under the surface, but I can’t really make it look properly concave. Wondering if this approach would better help me instead? Great content as always Ben, thanks!

  • Ben, great tutorial. Can you share the shader graph file? I followed your explination node by node identically, but my output results look completely different and I’ve scrubbed the shader graph portion over a dozen times, nothing is different but the end appearance is completely wrong in comparison. It would be helpful if all your nodes weren’t collapsed so I could see what it should look like at those steps.

  • hi ben tnx for this amazing articles im realy new to this stuff and your articles is a big help for me but i have a question about how to creat this kind of effect m.youtube.com/watch?time_continue=29&v=pmdRLyjxZ-A&feature=emb_logo can you guide me to analyze this effect for weapon scop shader how should i know the analyze effect and recreate everything i see,im really intrested and want to be pro at shader creation tnx again god bless you

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