Particle Effects and Cubemaps?
Welcome here,
Your link to the screenshot is incorrect. Its ends on the start page of this website.
So i can't see what u trying to tell us.
Fixed, thank you.
https://i.imgur.com/tL7qYFX.jpg
You can see in the upper corners (and sides) how seams are appearing almost as a refraction within the fog effects.
I don't know enough about 3D modeling to understand why these fog effect are cubemapped but fear that all particle effects in NL2 will appear this way when recorded in 360.
I think user : bestdani can tell u all about it.
U can look here : https://nolimitscentral.com/forum/topic/107?page=1#c9369
This might be caused by a material effect on the default fog particles that rotates the fog particles towards the camera automatically which is often used for particle effects like that.
This makes the fog look more realistic by keeping the number of particles at a reasonable amount to get a fluid performance with the normal camera.
I have quickly made some test fog effect that does not use this material setting to demonstrate that not using this setting solves the problem, but makes the fog look not as realistic immediately, thus the overall look of the fog could probably be further improved when more time is spent on the artistic aspects to make the result not as dramatic.
The downside of this is that you probably need to spent both more time creating a nice looking fog effect yourself and also the performance hit can be drastically to get a realistic effect out of it, but when your goal is just recording videos the performance should not be of that high importance.
Of course another downside is that you have you make at least familiar with some basic 3d modeling techniques like creating simple plane shapes and all the nl2 specific object material settings to get an effect like this.
Here is a very low resolution 360 video of the quick test:
There are other solutions and combinations of them for realistic fog effects like the weather fog effect slide which can be controlled by scripts for more realistic fog effects.
Depending on your point of view getting these things done properly is where both the real challenging artistic and technical fun in NL2 begins.

Hey all, I'm brand-spankin' new to NL but was hoping to use this tool to create some 360/VR coasters.
Right off the bat, I found out about the amazing Twilight Zone: Terror Tracks ride and downloaded it to record in 360, using NL2's professional license, just to see what this stuff would look like in my Oculus Go.
All was going well until I realized that the fog effects were being seperated in the equirectangular projection, exactly like this "LatLong" layout for a cubemap. After sideloading the 360 video into the Go, my fears were confirmed: these particle effects are cubemapped. Here's a screenshot looking slightly up, showing how the effects create harsh lines at every corner of the cube.
I know virtually nothing about modeling, but fear that this is how all particle effects are handled within NL2, seriously diminishing my hopes of creating some foggy darkrides.
Is this the only way to handle particle effects in NL2?
Is there any way around this?
Thanks for any help!