Lighting provided by the World environment is always considered to be infinitely far away from the scene. In other words, when you use HDRI lighting via an Environment Texture node connected to a Background node, you are essentially projecting the HDRI onto an infinitely large sphere wrapped around your scene. Correspondingly, the actual information recorded ...
Yes you can. Go into the shader editor and switch to 'world' in the window's menu bar:
Make sure "Use Nodes is checked. You'll see your HDR world shader look something like this:
You need to add the texture coordinate node and mapping node as shown here:
Then you can use the mapping mode to modify your HDR as you wish, within the limits imposed by ...
A solution that works in both Cycles and Eevee:
Use a Mix node that plugs into your Background and World Output nodes.
Use a Light Path node's Is Camera Ray output for the Mix node's Fac input.
Use an RGB node's Color output for the Mix node's Color1 input.
Use the original environment input (like a texture) for the Mix node's Color2 input.
Set the RGB ...
The best way is to use film->transparent.
Now go into compositing section and click on use node.
Add an alpha over node before output node and chose your desired color.
This way,the render will use the HDRI and then make background as chosen in the apha over node.
Also,if your entire render comes as single color,try switching the color inputs of alpha ...
Connect it by using 2 Background shader nodes - one connected to the image texture, and the other with just your grey color - and then connect them with a Mix Shader using the Is Camera Ray output of a Light Path node as a mix factor.