Graphics Programs Reference
In-Depth Information
6. Now, add a Light Path node (press Shift + A and go to Input | Light
Path ).
7. Connect the Is Camera Ray output of the Light Path node to the Fac
input socket of the Mix Shader node, and voilà—the objects in the scene
are lit by the hdr image connected to the first Background node, but
they appear on a "sky" that is colored as set in the Color box of the
second Background node:
8. Save the file as start_08.blend .
How it works...
To better explain this "trick", let's say we just created two different World materials:
the first one with the texture and the second one with a plain light blue color (this
is not literally true, actually the material is just one containing the nodes of both the
"ideally" different worlds).
We mixed these two materials by using the Mix Shader node. The upper green sock-
et is considered equal to a value of 0.000 , while the bottom green socket is con-
sidered as a value of 1.000 . As the name itself suggests, the Light Path node can
set the path for the rays of light that, if you remember, are shot from the camera. Is
Camera Ray means that only the rays directly shot from the camera have a value
of 1.000 , that is, not the reflected ones, or the transmitted ones, or whatever, which
instead have a value of 0.000 .
So, because the textured world is connected to a socket equal to the value 0.000 ,
we don't see it directly as a background but only see its effect on the objects lit from
the reflected light or from the hdr image. The blue sky world that is connected to
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