![]() You are free to change the lights but keep in mind the trick to increase the sphere brightness in the counter-direction. To start your own scene, remove those (but not the rest). Mixing this tone too hard (reducing the emission) causes the sky far from the light to be too dark, while using too low a factor (increasing emission) causes the sky colour to be too strong (as the tone is used as both emission and diffuse at the same time).Īn example scene with a lake and mountains is already provided, as the "Ground" and "Water" objects. The same output is mixed with a darker tone before being applied to emission. The world vertical position for each point in the sphere is applied to a ColorRamp, and the resulting colour is directly used as diffuse ("base color"). There is a single light object illuminating the scene, which is intentionally close to the sphere surface in order to make the sky brighter in the direction the light comes from.ĭue to this, the sky is made using a combination of diffuse and emission (a pure emission sky would not be affected by the light). The scene contains a sphere object with all normals facing inside, used to draw the sky colour. Camera -> Location set to (0, 0, 0) and Camera -> Rotation set to (90, 0, -90) for orientation consistency with the common practice on HDRI mapsĪlso, use of View Layer Properties -> Denoising is strongly recommended.Camera -> Lens -> Panorama Type must be set to Equirectangular.Camera -> Lens -> Type must be set to Panoramic. ![]() ![]() ) - except facebook (check below for specific details) Output properties -> Output -> File Format must be either Radiance HDR for HDRI maps, or OpenEXR for spherical panorama scenes (those 360° pictures you can move around with your mouse, e.g.Output properties -> Dimensions -> Resolution must have a 2:1 proportion (width always exactly double the height). ![]()
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