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I am making a skydome and I have a texture hooked up with an emission shader for it, however, since the dome is blue it only emits blue light. Is there a way that I can have the whole sky illuminated and have the light reaching the rest of my scene be a different colour?

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    $\begingroup$ I don't know how to do what you want in one material but have a possible workaround. Have you considered duplicating the dome, adding an emission material (with the color you want), and setting the object settings to only render the emission? $\endgroup$
    – Striar
    Commented Jul 20, 2016 at 17:28

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Assuming you are using Cycles (which you never state what render engine you are using) use a light path node with the Is Camera output socket.

This will tell Blender that the visible color of the object is the one specified, but the emission remains whatever you specify in the above node.

Light Path node

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  • $\begingroup$ This works great, exactly what I was looking for. Thank you! Also I will try to state more important details in the future. $\endgroup$ Commented Jul 24, 2016 at 0:14

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