Cubemap to Equirectangular Converter
Drop the 6 faces of a cubemap (or one cross or strip image) and get one 2:1 equirectangular 360 panorama. The conversion runs in your browser, so your images are not uploaded and there is no signup.
How to convert a cubemap to equirectangular
- 1
Add the cube faces
Drop 6 square images, or one horizontal cross (4:3), vertical cross (3:4) or 6:1 / 1:6 strip. Files named px, nx, right, left, front, back and so on go to the right face on their own.
- 2
Check the face order
Pick the convention your faces came from: three.js / WebGL, Unity / DirectX or Godot. Click any face square to replace it with another file.
- 3
Set size and rotation
Auto width is 4 x the face size, which keeps the detail of the faces. Yaw turns the panorama so the view you want sits in the middle.
- 4
Download the panorama
Save it as PNG (lossless) or JPG. The file is 2:1, ready for 360 viewers, HDRI slots and photo sites that read equirectangular images.
Cubemap to equirectangular options
What each setting does and when to change it.
| Input | 6 square face images of the same size (JPG, PNG, WebP), or one image holding all 6 faces as a horizontal cross 4:3, vertical cross 3:4, or a 6:1 / 1:6 strip in +X -X +Y -Y +Z -Z order. |
|---|---|
| Face order | three.js / WebGL: px, nx, py, ny, pz, nz. Unity / DirectX: Right, Left, Up, Down, Front, Back. Godot 4: X+, X-, Y+, Y-, Z+, Z-. The same conventions as our equirect to cubemap tool, so a round trip lines up. |
| Output size | Always 2:1. Auto picks a width of 4 x the face size (a 1024 px cube gives 4096 x 2048), between 512 and 8192 px. You can also pick 1024, 2048, 4096 or 8192. |
| Yaw | Turns the panorama around the vertical axis (-180 to 180 degrees) without changing the image, so the front face can sit in the centre or at the seam. |
| Smooth | On: bilinear filtering, best for photos and skies. Off: nearest pixel, keeps hard pixel edges for pixel art. |
| Formats | PNG keeps every pixel. JPG is much smaller; 90% quality is a good default for 360 photos. |
| Limits | 8-bit images only (no HDR, EXR or HDR float data). An 8192 x 4096 panorama needs a lot of memory; on phones 4096 is safer. |
Cubemap vs equirectangular
A cubemap stores a full 360 view as the 6 faces of a cube: right, left, up, down, front and back. Game engines and real-time renderers like it because each face is a plain square texture with even detail.
An equirectangular image stores the same view as one 2:1 picture: longitude runs left to right across 360 degrees and latitude runs top to bottom across 180 degrees. 360 photo viewers, panorama sites, video players and many HDRI and skybox slots expect this format.
This converter maps every pixel of the panorama to a direction, finds which cube face that direction hits, and samples that face. The top and bottom rows of the panorama stretch one point over the whole width, which is normal for the format.
Getting the faces in the right place
Different tools name and orient cube faces differently. If the panorama shows a seam, a face upside down, or the sky on the side, the face order or convention is the cause. Try another preset first, then drag files onto the right squares.
Files whose names end in px / nx / py / ny / pz / nz, posx / negx, right / left / top / bottom / front / back, or X+ / X- are placed automatically. Other files fill the empty squares in order.
For the opposite job, turning a 360 panorama into 6 skybox faces, use the equirect to cubemap tool. To make a sky from a text prompt, see the skybox generator.
Common uses
Turning a game or engine skybox into a 360 image you can share or view in a panorama viewer. Converting cube renders from Blender, Unity or a reflection probe for a tool that only accepts equirectangular maps. Rotating or re-centering a sky by converting to a panorama, adjusting yaw, and converting back.
Want a 3D model for the scene?
Turn a photo into a 3D model with AI, or texture a model you already have, then light it with your panorama.