I have a scene in which I am using an HDRI texture as a light source. However, I am also trying to use it as a background, but when I turn up the strength of the sky it just turns white. I am looking for a way to render the sky again(at a lower exposure) and then composite the sky under the rendered object.
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$\begingroup$ Related blender.stackexchange.com/questions/58272/… and blender.stackexchange.com/questions/53359/… $\endgroup$– Duarte Farrajota Ramos ♦Jul 15, 2018 at 1:07
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$\begingroup$ If I layout the HDRI onto a sphere I can use blender.stackexchange.com/questions/58272/… to determine if the camera ray is hitting it. Thanks a lot! $\endgroup$– BenJul 15, 2018 at 1:39
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$\begingroup$ You can simply use the light path node directly in your world shader tree $\endgroup$– Duarte Farrajota Ramos ♦Jul 15, 2018 at 1:49
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$\begingroup$ That works too, now I don't have to have a giant sphere in my scene. $\endgroup$– BenJul 15, 2018 at 3:06
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$\begingroup$ blender.stackexchange.com/questions/69605/… $\endgroup$– user1853Jul 15, 2018 at 14:14
1 Answer
Use two nodes for the background, one to light the scene at the intensity you want and one with the normal exposure that is only seen by the camera: Control the mix using a light path using Is Camera Ray.