3D & WebGL VR / 360 100% In Browser Memory

360 Panorama to Cubemap Splitter

Split 360° equirectangular panoramas into six cubic skybox faces or horizontal strips with bilinear subpixel interpolation and interactive 3D WebGL preview.

Direct Answer & Pipeline Overview

360 Panorama to Cubemap Splitter is a specialized, 100% client-side engineering utility developed by Atlyxen Studios. It processes calculations and conversions directly inside your browser memory using hardware-accelerated WebAssembly and WebGL, guaranteeing instant results with zero server file transfers and zero data retention.

Readying 360 Panorama to Cubemap Splitter... 100% in-browser secure sandbox • Zero server upload

How to Use the 360 Panorama to Cubemap Splitter

1

Upload Panorama or Select Preset

Upload any standard 2:1 equirectangular 360 image (e.g. from a Ricoh Theta, Insta360, or Blender render) or click a preset.

2

Configure Resolution & Naming

Choose your desired cube face resolution (up to 2048px) and select your target game engine naming format (Unity, Unreal, or Three.js).

3

Adjust Orientation Offset

Use the compass yaw offset slider to align the front horizon with your preferred direction.

4

Download ZIP or 6x1 Strip

Click "Download ZIP" to export all 6 named cube faces packed into a single zip archive.

Key Technical Capabilities

Extracts 6 individual cube faces (+X, -X, +Y, -Y, +Z, -Z) with subpixel bilinear filtering

Engine naming profiles: Unity, Unreal Engine 5, Three.js, and Source Engine

Adjustable compass yaw rotation offset (-180° to +180°) to align the front (+Z) face

Interactive 3D WebGL 360 environment viewer to inspect panoramas from the inside

Download individual faces, unified 6×1 horizontal strip PNG, or bundled ZIP archive

Selectable face resolutions: 256, 512, 1024, and 2048 pixels per face

100% private in-browser memory execution with zero cloud uploads

Frequently Asked Questions

What is the difference between an equirectangular panorama and a cubemap?

An equirectangular panorama wraps an entire 360×180 degree sphere into a single 2:1 image, which exhibits extreme geometric distortion near the north and south poles. A cubemap projects the sphere onto the six flat faces of an enclosing cube (+X, -X, +Y, -Y, +Z, -Z), eliminating polar distortion and allowing GPUs to sample environmental reflections with minimal distortion.

What aspect ratio does my source image need to be?

Standard spherical panoramas must have a 2:1 aspect ratio (width is exactly twice the height, e.g. 2048×1024 or 4096×2048). Our tool automatically scales and samples any 2:1 image accurately.

How do I use the exported cubemap in Unity?

Select the Unity naming convention preset before downloading the ZIP. In Unity, select the 6 imported textures in the Project window, change Texture Shape to Cube in the Inspector, or create a Skybox/6 Sided material and assign the corresponding front, back, left, right, up, and down textures.

How do I use the exported cubemap in Unreal Engine 5?

Choose the Unreal Engine preset and download the 6×1 horizontal strip or individual faces. Import the strip or create a Cubemap Texture asset in the Content Browser and assign the 6 faces to your Sky Atmosphere or HDRI Backdrop.

Are my 360 photos uploaded to any external server?

No. All raymarching, inverse spherical projection math, canvas rendering, and ZIP compression execute 100% locally in your web browser memory. Your images never leave your machine.