I am looking for a way to blend/interpolate between different environment textures based on location. Similar to how realtime engines bake reflection map arrays and blend between them, but I will be capturing multiple HDRI panoramas from real world scenes. This will be used for VFX-like projects.

Basically the idea that I have goes something like this:

  • Capture multiple HDRI Panoramas from real-world scene location

  • Recreate the location for each panorama in 3D scene (assign each HDRI to an empty object, perhaps?)

  • Use nodes (if possible) to blend between different HDRI's based on proximity, ideally based on the individual ray bounce location rather than the object's origin.

  • Possibly have a way to assign scale/weight to each HDRI

  • Support for any number of HDRI panoramas

Is this feasible without heavy scripting, or by only utilizing Cycles nodes? I know some of you will say this technique would be a bit too excessive, but there are some situations where this would be helpful.



  • $\begingroup$ Proximity to what? The camera? $\endgroup$ – Linguini Oct 6 '18 at 3:56
  • $\begingroup$ Do you want to see the environment, or is it for lighting,,, something like this? $\endgroup$ – Robin Betts Oct 6 '18 at 10:43
  • $\begingroup$ @Leo Proximity to individual objects, or rather the location that each ray bounces off the object. $\endgroup$ – Aerial Dave Oct 6 '18 at 12:01
  • $\begingroup$ @RobinBetts Usually just for lighting and reflections, and with a composited background. That technique could work in some cases. My goal still is to get a method of interpolating between environmentalist textures. $\endgroup$ – Aerial Dave Oct 6 '18 at 12:09
  • $\begingroup$ I'm still unsure of what you mean by proximity... like... is it an objects position to another? From the center? Is the transformation in a single axis only, or would it be in all three? $\endgroup$ – Linguini Oct 6 '18 at 14:37

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