24 answers ·
asked December 2, 2019 5:08pm
· Lesson: Lighting a Simple Bedroom · Course: Fundamentals of Lighting in Blender 2.7
Just the colour is being added. I am using Blender 2.8
You mean you're loading an equirectangular image for the world but it's not lighting your scene at all?
It is adding the colour and only a little bit of light is being added
Is your equirectangular map a .jpg or .png? If so, those image files don't have high dynamic range which is required for realistic light contribution from an image. This is the main reason to use HDRI images (high dynamic range image) like the ones available at https://hdrihaven.com/hdris/
Grab one of those and you will see a believable amount of light contribution to your scene.
I hope this will be useful
It still does the same thing
Could you send another link please
DO NOT SEND ME A LINK THAT DOES NOT WORK OTHER WISE I WILL GET MAD
Please do not make me mad
I will give 12 hours to answer
sshanr Chill please. How about you post an image of your blender scene that shows the world nodes and your rendered viewport that's not lighting up. That will help me troubleshoot this.
Ok I will send it now!
My HDR image is not added but it says it was added. How could I fix this? [The red text was a mistake while uploading
Hi shanr, it looks like you added it as an Image Texture (in the World Tab, under Surface > Color > Image Texture).
That should be Color > Environment Texture. Like this:
Thanks a lot
Will you help me with this? I have added my HDR image but when to go mapping it goes to a colour and if I change the location, rotation or scale it changes colour
This is a bit complicated, but there is no need to change Vector from Default to Mapping, unless you want to rotate the background image.
It is easiest to see in the Shader Editor, set to World.
This is with Vector set to Default:
The orange node, which is the HDRI, has no input in it's Vector socket (left below). This means it uses the default Vector, which in this case is Generated.
If you change that to Mapping, you are actually adding a Mapping Node like this:
But the Mapping Node doesn't have a default Vector, so now Blender doesn't know where the image should be in 3D space...
You should explicitly tell Blender what Vector to use; this is done by adding a Texture Coordinate Node:
If you then connect the Generated Output from the Texture Coordinates Node to the Vector input of the Mapping Node, you have the same as in screenshot one. The difference is that now you can change the Location and Rotation of the HDRI.
I wouldn't change any of the values much, apart from the Z-Rotation; all the others distort the HDRI.
spikeyxxx you're a saint! Awesome explanation as usual.
Yeah I agree . Why don't join the crew so you could teach me
Hi, In cg cookie where did you learn this?
I don't remember, sorry...
It's like with most of what I know, a combination of: watching loads of tutorials (not only on CGCookie), using Blender everyday (for about 6 years now) and learning from questions asked here (part of the answer I didn't know, until you asked the question...).
Some things just take time to understand; for instance, it took me a few years (I think) to understand something simple and basic, like, why you sometimes use a Mix RGB node and other times a Mix Shader. (I should have asked that on the Forum!)
But by making mistakes, you learn, just don't give up;)
That is a great advice