What I want to do is to render an animation where the rendered objects are not moving, but the camera is moving around them. OK for it.

But from that I want to use a hdri image in background which is also rendered.

My issue is the following: when the camera moves around the mesh objects I want to render, the background image is not 'synchronized' with the camera movement (and relatively to the rendered objects). The consequence is these rendered objects seem to move relatively to the background image.

Is it possible to avoid that? I'm thinking about camera tracking to compensate this unwanted effect. But is there a more simple way to do that? Or can camera tracking be a solution (if yes how)?

  • $\begingroup$ related: blender.stackexchange.com/questions/45299/… $\endgroup$ – cegaton Jun 19 at 18:55
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    $\begingroup$ Have you tried mapping the hdri onto the interior of a giant sphere with an emit shader? $\endgroup$ – Sazerac Jun 20 at 0:45
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    $\begingroup$ @lemon I'm having a hard time understanding exactly what you want to do. An image that is used as world environment is only an image taken from a single point in space that covers 360 degrees. It works only if the camera rotates, If the camera is displaced then the image cannot generate a new point of view. It is not a 3d environment. You would need a new image that is taken from the new camera position. Can you elaborate on what kind of motion are you talking about? $\endgroup$ – cegaton Jun 20 at 5:50
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    $\begingroup$ You can do that by animating the coordinates for the image used as environment texture on the world. There is no need to use a sphere (it is basically the same idea, the world texture is just a big sphere that surrounds the scene) $\endgroup$ – cegaton Jun 20 at 6:23
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    $\begingroup$ The world is a sphere that surrounds the scene and is infinitely far away. I don't know where the center is, I would suspect that is at 0, 0, 0 but that is just a guess. $\endgroup$ – cegaton Jun 20 at 6:53

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