Phong rim color issue when using cubemap render

I’m using a render TOP to generate a cubemap for a fisheye projection. However, when I enable Rim Light 1 in the Phong, I can see the cube egdes in the projection and the colors are split on those edges. This does not happen when Rim light is off in Phong. What should I do to use Rim light without seeing the cube edges?


Rim light problem with render top cube map.toe (5.7 KB)

Rim lighting is a trick that uses the camera direction to shade the object. It’s not using anything physically accurate. Because of this it won’t look correct when using cubemap renderings unfortunately.