Does Blender support ImageBasedLightning?

Hi :slight_smile:

Please look for my question in the title. If the answer is “yes”: How to apply it?
Thanks in advance for your answer.

yes- the 2.42 Version of Blender Supports HDRIs Rendering (Blender internal Rendering Engine).

Go to the Texturbuttons -> Worldtexture. Select “Image” and load a .hdr image.
Then go to the World Settings. Select “Angular Map” and “hori up” “hori down”.

Yes- this must be all (i dont have Blender on this Computer- so i cant check my answer). Just play with it!

Sure that this is the “ImageBasedLightning”-Function? From my understanding IBL uses the hdri as a light source. You need not any other lamps.
[FONT=‘Times New Roman’]The world settings always need one. [/FONT]


I don’t think Blender internal renderer supports IBL but if you use an HDR image as the world texture as described and render using YafRay (don’t forget to enable GI!) you’ll get exactly what you’re after.

Yes, you can do it by setting an HDR/EXR angmap as your world background texture, and switching AO on, set to sky colour. Be warned, this will give you some pretty grainy results since the sampling’s not optimised. Scaling down your angmap to a low resolution and tweaking the ‘filter:’ value in texture buttons will help you get better results.

maby this will help?

Hi all

And thanks for your answers.

I have tried out Broken’ s and Rawpigeon’ s advices.
Both led to grainy results. With “higher quality”-Results Yafray-renders have become better.
It seems that AO-Results itself are very grainy.

What I’am still thinking about:
I have red that it is necessary that the Renderer and the 3D-Program support IBL. From that point the AO-Solution seems to be close. But Maya, Max and Lightwave have a special menu for IBL.
The results of both solutions are looking quite similar when I leave the HDRI out.
I think if blender supports IBL we would have found it in the releaselogs.

But I’am really not sure.

Perhaps the following link brings more insights:
It’s a confusing page. But from time to time you will find something about IBL.


Sorry to scream that out loud but the tut is outdated and already led some newbies to even more questions than they had before…
(to be more precise, it isn’t even IBL what they’re doing there…they’re just using the HDRI as an “environment map” - nothing about GI there and not a word about clicking hori in the map to panel for the HDRI…).

And about IBL in Blender:
I’m definitely no expert but I’m not that sure if Blender’s really doing IBL…I’m somewhat confused about the term. Does IBL include the use of GI? If so, Blender would only be faking it with AO.
Or is it a more general term for which it doesn’t matter if you use AO, GI or whatever?
Not that it would matter though…it would just be interesting to know.

And yes, AO is very grainy. Same goes for Yafray’s GI but if you use higher quality settings, it should work out well.

You can fake it in blender without AO by creating an HDRI environment

Then turn on “Ray Mirror” for the objects that you want should reflet the light.

If you want to diffuse the light, you can try adding a atomic bump map…

Short answer: No. Blender don’t have HDRI rendering like you would get with yafray.