Getting Started - Chapter 5 - Skys Above

Sky

We can simulate the appearance of a sky by applying six suitable images to the insides of a large box. Each image should have a common name followed by one of _px, _nx, _py, _ny, _pz or _nz, these indicate which face the image is for; the positive (p) or negative (n) x, y or z axis. For example skybox_px.jpg, skybox_nx.jpg, skybox_py.jpg, skybox_ny.jpg, skybox_pz.jpg, skybox_nz.jpg. These are applied to the box as a cubeTexture. The first parameter of a cubeTexture is the url to the skybox and only the common name is added.

Copy the code below and link to you own skybox.

const skybox = BABYLON.MeshBuilder.CreateBox("skyBox", {size:150}, scene);
const skyboxMaterial = new BABYLON.StandardMaterial("skyBox", scene);
skyboxMaterial.backFaceCulling = false;
skyboxMaterial.reflectionTexture = new BABYLON.CubeTexture("url path/skybox", scene);
skyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
skyboxMaterial.diffuseColor = new BABYLON.Color3(0, 0, 0);
skyboxMaterial.specularColor = new BABYLON.Color3(0, 0, 0);
skybox.material = skyboxMaterial;

In our developing world we will also add a restriction to the camera so that it cannot display anything below ground level.

camera.upperBetaLimit = Math.PI / 2.2;
Adding a Skybox

Next environmental improvement is to grow some trees.