"I adjusted the exposure but that didn't help"... maybe you mean: I didn't adjust the exposure "enough".
"My textures they turn white"
But what is white anyway?
In the case of digital images, "white" is just the limit of what the display can deal with, when the data has reached the top of the scale: 1 or 100%. If you want detail in the highlights, those ...
In addition to the dynamic range of the light coming from the surrounding environment, also consider the dynamic range and exposure level of the camera.
If your HDRi is significantly brighter on one side, then it should be as simple as pointing the camera into the sunset (or whatever the source of bright light is) and adjusting the exposure so that the ...
This is possible, but at the time of writing it's not a one click solution.
First you need to setup your world to use an environment texture and then load the same HDRI that is used in Look Dev mode. The HDRI can be setup either in the World tab or in the Shader Editor using nodes.
Blender 2.81 and later
The HDRIs can be found in Blender's ...
Yes and no.
EEVEE can't use mesh lights or HDRI lights "properly". Why? Because EEVEE is not raytracer.
For further reading/watching please see:
Blender Cycles vs. Eevee 15 Limitations of Real Time Rendering in
Blender's Cycles vs. Eevee (Ray Tracing vs. Real
How does EEVEE work?
EEVEE and Cycles render lighting differences
First, the reason for the lighting difference is that in the scene you provided, everything is lit by a World HDRI only. Eevee by default can only produce shadows from Light objects, so even if you turn the respectable options on, there won't be any indirect shadows visible. This is a technical limitation. Duarte in the linked answer elaborates on this, so ...
It's because you're blurring the Environment Pass. The Environment Pass is not inclusive of the area behind the building. In other words, there's a black hole where the building is that's being blurred... therefore some of the blue is going to be darker around the edge.
I've been hoping and waiting for the Blender devs to include the capability of making ...
I'm quoting here "
Clamps are dangerous creatures." @troy_s
The problem was that I had value in the clamp direct and indirect under Render>Sampling, so what happened is that Cycles was clamping all values above 1, while I was trying to get the sun brighter with no luck!! Lesson learned the hard way.
But wait, this is only part of the issue, this solved the ...
Here is a list of corresponding HDRIs from HDRI Haven in full resolution.
City > Portland Landing Pad
Courtyard > Courtyard
Forest > Ninomaru Teien
Interior > Hotel Room
Night > Moonless Golf
Studio > Studio Small
Sunrise > Spruit Sunrise
Sunset > Venice Sunset
I don't think you can use an image like that as an HDRI, however, you can convert it into an equi-rectangular map that can be used.
Give a basic cube your Cube-map texture (it's default UV is already in the right shape), and align it properly in the UV editing tab. Make sure to connect the image through an emission shader (so it becomes it's own light).
Given the answer of troy_s in this question here How to measure the dynamic range of an HDRi?, he states in the first paragraph that:
An F-Stop is a halving and doubling of light, relative to the exposure
Now from my own trial and error testing in Blender, that's exactly what happens when you change the exposure value in Blenders color ...
In the N panel of the 3D View, check World Background under Display.
Note: This won't change the shading of the objects, like if it were actually rendered, but just show you what the texture looks like.
Visualy screen looks like you have enabled Use Curves in sub panel of Color Management with some adjustment there.
BTW When I see missing navigation icons in your screen, there can be graphic card issue ...
The mist pass effectively fades out your scene the further it is from the camera (ie, the more ‘mist’ that light ray has had to travel through). The HDRI by its very nature is out at an infinite distance and, therefore, is completely obscured by the mist.
Resolution of HDRi doesn't change strength of light too much.
Resolution have an influence on sharpness of shadows.
Probably not visible too much between 2K / 8K, but for lightning with 256px result visibly differs (see end of cube shadow). Small sharp point as light source (like sun) produce sharp shade, in small images it can be just a pixel, but usually ...
You should prefer using an HDRI in this case for the background. Cycles is a bit sensitive to interior render scenes in terms of noise and therefore high render times. Only build a complete environment if you have very good reasons for it. In your case, all you need is the table as an object, the rest you're better off with a HDRI background.
You can create ...
There is a heck of a lot of complexity here, not the least of which is background theory.
First, you need to identify that a transform always happens between the scene referred domain and the display referred. Then you need to identify that the scene referred value set always needs to be aligned to your CGI attempt.
Given all of this, the proper solution ...
Blender is not the right tool for this job. Not only will you have a hard time getting the functionality you need, but Blender's color management is fundamentally flawed, so even if you do get results, they'll be wrong.
A better tool would be Hugin. It's specifically designed for exactly the kind of thing you're trying to do (creating an HDR/EXR from a set ...
This is natively supported in Cycles.
Set your output resolution at a 2x1 ratio (e.g. 2048x1024).
Select the camera.
In the properties window, camera tab, select "Panoramic."
For "Type" select Equirectangular.
Here's what it looks like for me:
Well since you seem to have cross posted this I'll just shamelessly plagiarize Brecht's answer for completeness sake.
Camera HDRIs are basic studio lights meant for fast performance with non realistic shading.
They will behave like matcaps in the sense that they are viewpoint dependent and will rotate along with the view angle.
World HDRIs behave as ...
Rather than 'fade to transparency' you can, instead, 'fade to environment' with the fade acting between your mesh's actual shader and an Emission shader set to mimic the environment - this will avoid the problem of ‘backfaces’ or part-transparent faces showing through. This can be achieved with the following nodes :
Everything within the 'frame' is dealing ...