Graphics Reference
In-Depth Information
6.
As for the 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 Coordinates nodes
we have already seen. Generally, for the World materials, only the Generated
coordinates output should be used, and actually, the Generated coordinates output
is used by default if no mapping method is specified. Add the Mapping and Texture
Coordinates nodes and connect them to the Vector input socket of the Environment
Texture node, as shown in the following screenshot:
The Rendered preview of an HDR image assigned as a background to the World through the Environment
Texture node
7. Save the file as start_07.blend .
Now let's imagine a case in which we want to assign a texture to the World material and
use it for the general lighting of the scene, but we don't want it to show in the background
of the render. In other words, we are using the HDR image to light the Spheroid and the
Plane, but we want the two objects rendered on a uniform blue background; so how do
we do it? This is how:
 
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