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Sometimes, environment textures are good to give a more realistic look to the rendering.

But, it may be hard to tune the colors because of it :

  • Blue sky visible on the top right part (from the environment texture)
  • Greeny sand (which is normally more yellow) on the bottom part

enter image description here

Is it possible to have the lighting only on the mesh objects (no color influence, only the light strength), but keeping the colors in the background ?

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I think this setup will work. It desaturates the image that will light the scene, but the original image will be visible to the camera.

enter image description here

A different version suggested by JtheNinja. I also needed substract node to switch 0 and 1, and multiply node to control the strength of light.

enter image description here

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  • $\begingroup$ thanks. It is not self evident for me to use HSV instead of B&W. Could you explain a bit more ? $\endgroup$
    – lemon
    Aug 9, 2016 at 18:14
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    $\begingroup$ if you set saturation channel to 0 image will appear grayscale. $\endgroup$
    – Noidea
    Aug 9, 2016 at 18:18
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    $\begingroup$ If you attach "is camera ray" to the "fac" input on the HSV node you can get away with removing the mix and only having 1 background shader instead of 2. This is very slightly more efficient to render. $\endgroup$
    – JtheNinja
    Aug 9, 2016 at 18:25
  • $\begingroup$ @JtheNinja thanks, I created a new version and updated the answer, however I needed additional nodes. Maybe this shall be done some other way? $\endgroup$
    – Noidea
    Aug 9, 2016 at 18:38

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