Graphics Programs Reference
In-Depth Information
6. Looking in the Rendered view, you'll see that the general lighting has
turned to a pink color. This is to show that the World material is now using
a texture to light the scene, but that at the moment there is no texture yet.
7. Click on the Open button both in the World window under the Properties
panel or in the just added node inside the Node Editor window. Browse
to the texture folder and load the Barce_Rooftop_C_3k.hdr image
(a free high dynamic range image licensed under the Creative Commons
Attribution-Noncommercial-Share Alike 3.0 License from the sIBL
Archive http://www.hdrlabs.com/sibl/archive.html ).
8. To better appreciate the effect, click on the little eye icon on the side of
the Lamp item in the Outliner to disable its lighting. The spheroid is now
exclusively lit by the .hdr image assigned to the World material. Actu-
ally, you can also see the image as a background in the Rendered pre-
view. You can also rotate the viewport and watch the background texture,
"pinned" to the World coordinates, rotate accordingly in real time.
9. As for object's materials, the mapping of any texture you are going to use
for the World can be driven by the usual Mapping and Texture Coordin-
ates nodes we have already seen. Generally, for the World materials,
only the Generated coordinates output should be used, and actually it's
the one used by default if no mapping method is specified. Add the Map-
ping and Texture Coordinates nodes and connect them to the Vector
input socket of the Environment Texture node, as shown in the following
screenshot:
10. Save the file as start_07.blend .
But now, let's imagine a case in which we want to assign a texture to the World ma-
terial and use it for the general lighting of the scene, but we don't want it to show in
the background of the render. That is, for example, we are using the hdr image to
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