When I select a world environment texture and have not yet selected an image, the entire scene becomes purple.

Some parts of my scene however do NOT become purple. I am afraid I'm doing something wrong, and these parts / material are not affected by HDRI later on.

Can somebody tell me what is happening here?

Here is the link to the file.

Thank you!

enter image description here


Here are screenshots of the material:

enter image description here

Edit 2:

I have made some tests. I have activated Viewport Shading->Lights -> Scene World, and I have deactivated it. I have also used different HDRI textures.

I could not come to a conclusion yet...

enter image description here enter image description here enter image description here enter image description here enter image description here

  • $\begingroup$ Have you enabled Face Orientation in the Overlays? Or does any of the materials have emission? $\endgroup$ Commented Jun 30, 2022 at 8:23
  • $\begingroup$ @GordonBrinkmann I did that now. I have added a screenshot of it to my post. Why did you ask me about that? $\endgroup$
    – tmighty
    Commented Jun 30, 2022 at 8:26
  • $\begingroup$ That wasn't a suggestion to do it, I was asking because the blue and red tint of showing inside and outside face orientations can cause changed coloring on objects. Without knowing what the materials on your object look like and what other settings you have it's all just guesswork what's wrong with your scene. $\endgroup$ Commented Jun 30, 2022 at 9:08
  • $\begingroup$ @GordonBrinkmann I have added a screenshot of the blue plastic material now, does this help? $\endgroup$
    – tmighty
    Commented Jun 30, 2022 at 9:10
  • 1
    $\begingroup$ I actually don't know why you're asking at all. After disabling Ambient Occlusion, the light in your scene comes from the environment and an area light "Area.004", so if you turn off the area light, you only have the HDRI lighting the scene. Turn the strength of that to 0, and your object is completely black except for the emissive materials. Everything as expected. You didn't try that in the first place? $\endgroup$ Commented Jun 30, 2022 at 10:32

2 Answers 2


It's quite normal. This part has a blue material, which means that depending on material it may reflect only blue and green colors.

For example, in my scene cube has only diffuse component, and sphere has specular component of Principled BSDF:

enter image description here

As you see without specular, it reflects only color that it has in base color.

If cube is spectral blue or green-blue (no red component) :

enter image description here or enter image description here

And the environment is purple (only red and blue components) this leads to:

Red is emitted - zero or small amount of emission is reflected
Blue is emitted - almost 100% of emission is reflected
Green is not emitted - nothing to reflect.

So the result is Blue color

  • $\begingroup$ Thank you very much! $\endgroup$
    – tmighty
    Commented Jun 30, 2022 at 9:21
  • $\begingroup$ I thought of that, too... but the preview of the material didn't look that intense blue as it does in the rendered view. Now that I've seen the screenshot of the material (although it is a custom group), it seems to me the light blue color combined with a roughness of 0.333 seems to me even more mismatching that intense darker blue of the render version. However, without having the same material it's hard to say and I guess your answer is simply correct. $\endgroup$ Commented Jun 30, 2022 at 9:25
  • $\begingroup$ As suggested, I did some tests. I have attached them. I don't understand the results yet. Do you? $\endgroup$
    – tmighty
    Commented Jun 30, 2022 at 9:52

Additional lighting in your scene can also affect certain objects not going pink or the HDR effect in render.

Environmental Lighting with Other Lights


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