Moving Camera With Relation To Environment Texture Question

Not even sure how to word the question properly. I am trying to see if there is a way to use an HDRI texture for environment and move the camera around and have the objects maintain the proper location with regards to the environment texture. Kind of like tracking live footage. It works in fly/walk mode for move the camera around, any other movements like arrow left or right make the objects move from the spot I want them in relation to the environment. I tried to keyframe the environment texture map to where I want it to be in relation to the camera movement but its tedious and the result wasn’t that good. I understand that environment textures have a fixed camera position and probably aren’t meant to work this way but it seem like it could work. I just can’t figure it out. Sorry if this should be in another section like compositing or something but I wasn’t really sure where to put it. Feel free to move it to a more suitable location if needed.

Thanks for the help everyone.

screenshots please,

You should be use Animation Nodes or drivers if I understand it correctly. I assume you tried “Mapping” node and feed that into the env map vector input already?

Or assign it to a primitive that follows the camera the way you want, let env mapping to shade but not render, and the primitive to show in the camera but have no shading contribution.

Thanks for the reply. Here is what I am talking about.

This is going into flymode and moving the mouse around. The object stays where it is put with relation to the background.

This is flymode and moving the camera with the arrows and zooming with the mouse wheel. I would like to know if there is a way to move the environment to make it appear that the cube is in the same location as it is in the first example. I have considered rendering to a larger resolution and using a fake movement in post. I would lose parallax though.

Thanks again

Your best bet is to wrap that around a sphere (flip the normals) and make sure it does not contribute to shading and shadows, it should work

Thanks. I tried that. I turned off the shadow in ray visibility for the sphere but I have a plane for a shadow catcher and it stays visible with a gray color. I am not sure about how to go about not having the sphere contribute to shading. Any ideas? Thanks.

Disable gloss and transmission etc, I think you can use ray visibility to make it background only, have not tried it. You can also plug its texture directly to shading to make it have no shading.