Cycles - Sky Texture with White Emission

Hey Community,
as the title says, I want to have a sky texture which doesn’t emit light. In Blender Internal you can choose whether the ambient light should has the color of the sky or only white.

How can you have a sky texture in cycles which only emits white light? :eek:

Greetings,
TheCSharpFreak

I want to have a sky texture which doesn’t emit light

How can you have a sky texture in cycles which only emits white light?

So what do you want? A sky that emits light or one that doesn’t emit light?

Making the sky white is just a matter of picking white color in the World properties.

If you want a white background, but a different color or strength for the emitting, try the following setup.


Combine 2 Background nodes with a Mix shader. 1 for the background color & 1 for the emission. Use a Light Path - Camera Ray node to mix 'em properly

Hey Sago,
I want a colored sky which emits white light, sorry for the confusion.
So I really should try your answere when I’m back from School :frowning:

I’ve got only one question:
Why is the “Is Camera Ray” connected with the Factor of the mix-node and what does this node do? :eek:

Greeting,
TheCSharpFreak

Edit:
Pasted wrong Stuff :smiley:

I want a colored sky which emits white light, sorry for the confusion.
Works too. In my example, if I swap the 2 Background nodes in the Mix shader, I’ll get a blue sky with 0.5 strength, and white emitting of strength 1.

Why is the “Is Camera Ray” connected with the Factor of the mix-node and what does this node do?
Without it, the Fac value will just blend the 2 Background nodes the same for the background color and the emitting. With it, 1 Background node will be used only for the background color, and 1 will be used only for the emitting

I saw this post but curious how do you make a horizon like a typical sky. Far example blue fading into yellow. It would be like the sun settings in Blender internal render and properties. I have a scene that requires that type of setup especially for a dynamic sky not texture based because I will be animating.

The one scene I have the light blue sky to yellow and sun settings for a sun object a yellow based. I also have AO for a environment lighting with a sky blue setting to leave a blue casting for everything from the indirect lighting. Also in the sky, I have two planets with alpha down to 0.001 and a sun for the planet higher at 50 intensity. It gives a nice moon planet in sky effect that fades into the sky blue horizon

true that when using environmental lighting it will emit all the colors and that is not what we want or realistic. blue skies for instance. so what i do is masking the non-emitting parts out of it. using the camera ray doesnt make much sense to me cause IMO that will kill the environment effect.

some quick examples how i am doing it :



I’m going mess with Blender Cycles and see what I can get. I will also render a picture of what I’m looking to do using 2.60.

This is the Cycles effect I’m looking to do. The horizon is not a texture but was done the sun settings. So, no matter how I move the camera the horizon would match when animating.


that looks good… another thing i want you to remind of is that the default focal length in blender is set to 35mm. for these kind of “global” settings it should be less. in real life a value between 18/21 is used.

That was done with the Blender internal renderer. I got to the point of the background I am but having problems doing the planets affect which would be super cool in Cycles.