I am new to 3d and blender. My question is how can I get an image rendered as on the left side of the image. I can see the Scene World is making the difference. Is there a way to render the image without the effect of the scene world?

Thanks in advance.

enter image description here

  • $\begingroup$ I don't really understand your question, if the image on the left is the one you want and not the one you want to avoid, the way to render a scene with those "world" reflections is by adding an HDRI as the surface input in the "World Properties" tab on the lower right. $\endgroup$ – Throndronis Mar 4 at 16:32
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    $\begingroup$ This is confusing. You have the result you want on the left, but you are still asking how to. $\endgroup$ – Chaudhry Yousuf Mar 4 at 16:50
  • $\begingroup$ @ChaudhryYousuf, but when I render the image, Render->Render Image, it is producing an image that is on the right side. $\endgroup$ – user1187405 Mar 4 at 17:04
  • $\begingroup$ Can you share your .blend file? $\endgroup$ – Chaudhry Yousuf Mar 4 at 17:16

What happens when you check/uncheck the Scene World option, is that blender toggles between the lighting you have set up yourself, and a pre-built (and hidden) HDRI that provides lighting and reflections (as seen by default in the Shading Tab)

So, to get the same look for your render , what you are looking for is the effect of HDRI lighting. Go to the world section of your shading tab and add and Environment Texture (not an Image Texture). You can use any HDRI you want, but the one that is being used in your example is in your blender folder at ....2.92/datafiles/studiolights/world and the image is forest.exr (there are others there too). You can also find many free ones online - one of the most popular places is HDRI Haven (https://hdrihaven.com/hdris/).

If you want the lighting and reflection influence but don't want the image as your "background", you can mix the Environment Texture with another Background (I used the default) using the Is Camera Ray output of a light Path node as a Mix Factor (as shown below):


  • $\begingroup$ How to use 2.8's default HDRi's in renders? $\endgroup$ – brockmann Mar 4 at 17:51
  • $\begingroup$ @Chirstopher Bennett, aha, I see. color in world property needed an hdri image rather than a solid color. It also seems Vector is also playing a part in the final rendering. Thanks very much for your detailed explanation. $\endgroup$ – user1187405 Mar 4 at 18:17

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