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i want an object to be evenly lit with a flat color, but i can't achieve such result - scene lights work, but world color does nothing and i don't know any other way of adding an ambient light.

here's the file with preview of how it looks like https://pasteall.org/blend/df6fc53b54dd49fdac33a9d0bd65ea0c

(i've set the world background to bright purple just so that it would be easier to notice the difference in case some intensity setting affects it - like it was the case with my green point light)

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    $\begingroup$ If you want the object to have no shading just connect an rgb node directly into the surface. It won't have any shading without a diffuse or principled bsdf. $\endgroup$ – Nascent Space Feb 2 at 12:16
  • $\begingroup$ i want it to have shading, but also not be completely black if there are no lights shining in that direction. $\endgroup$ – Violet-n-red Feb 2 at 13:51
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    $\begingroup$ You could try making it an emission object perhaps? So it will always be lit? $\endgroup$ – Nascent Space Feb 2 at 22:53
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    $\begingroup$ i see! yes, it works, thank you! althought editing the pseudo-lighting will be inconvenient whenever i'll have multiple objects with different materials. could solve that with drivers, i guess, but that's extra work no matter what. $\endgroup$ – Violet-n-red Feb 3 at 8:56
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found out i could do this with baked lighting:

  • in viewport shading dropdown settings have "Scene World" enabled;
  • Properties - Render - Indirect Lighting - Bake Indirect Lighting;
  • slightly inconvenient as it requires rebaking if changes to the background are made. otherwise works fine - i was expecting the baked lighting to break when objects gets transformed.

alternatively, increasing sizes of existing lights can help, but it realyl screw with the scene setup:

  • have a Point, Sun or Spot light type
  • set Power and Radius (or Strength and Anlge in Sun's case) to something large, like 50kW 50m
  • Sun type looks smoothest
  • it's not directionless and still leaves faces completely black if they're facing in opposite direction of the light, but it's better than nothing

if there's a better way - please let me know.

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