4

Turns out you do it by toggling this Local Camera function ON.


2

I was able to recreate it with two lights, a (lightly emitting) backdrop, and a very dark, but slightly violet tinted, world. Breakdown The lights are Area lamps with a fairly big size (for soft shadows), illuminating from the two sides, slightly towards the horizon. One is bright pink/orange (750W), the other is a slightly less bright (500W) blue/violet. ...


1

Use the Light Path node to make the material appearance different from its influence. From Add > Input > Light Path use the Is Camera socket to mix between your Emission Shader and a Transparent Shader.


1

In your shaders, you shouldn't plug a texture directly into the "Material" output. If you don't want your shader to emit light, but only to diffuse external light based on its color, then add a Diffuse shader. PS: you can tell that a shader is probably wrong when there is a line between two differently-colored sockets. In your case, yellow ("color info") ...


1

Just click the drop-down menu to the right of the shading mode buttons in the top-right. Then enable Scene Lights and Scene World this will override the HDRI to use your scene lighting instead of the look dev lighting setup.


1

To get transparency working with other objects in eevee, you have to tick a couple not-so-obvious boxes. First, in Render Settings, tick Screen Space Reflections: And then under screen space reflections, tick Refraction. Then in the material menu of the transparent object, tick Screen Space Reflections: Then adjust the refraction depths slider just below ...


Only top voted, non community-wiki answers of a minimum length are eligible