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This Blender 3D arts course is for anyone who has a desire to learn the arts of 3D who might not know anything or just a little bit about the subject but would like to dive in more and come out competent with creating 3D artwork and animations; This course is not for someone who already knows all the ins and outs of Blender.
Setting a World Environment Background Texture in CyclesYou can easily set a very nice background image for your world by creating an Environment Texture for your World.You can use many different kinds of background images, but one of the best types for creating a beautiful 360° background is an. These types of images are designed to wrap around your world in a spherical shape so no matter where you look in the scene, you still see the background image:There are many sources for free HDR images - is one. You can also see many.Here's how to set one up in your scene in Cycles:.Make sure you are using the Cycles Render engine and make sure you are in perspective view, if not press (Numpad-5),.Set your World's Surface to an Environment Texture and use an HDR image for the background.Object Properties window World tab Surface section click Use Nodes.For Color, click on the options button ( ), then select Environment Texture.Then click Open and select your HDRI file. Here, I'm using 'Street in the woods':.However, in order to see your background image while working on your scene, you MUST be looking through your Camera (press Numpad 0 to switch to it) and also you have to set the 3D Viewport Shading to Rendered:Now when you render your scene, your background image will be visible wherever you point the camera. There is a further point not mentioned yet. To see the background image, it doesn't matter whether you're looking through the camera. What matters is that you are looking in perspective view, not orthographic.
When looking through a camera, this is a property of the camera; otherwise, numpad-5 toggles between perspective and orthographic.In orthographic view, all the rays with which you view the scene are parallel and all of them hit the background image at the same point. The background is then uniformly the colour of that point, and will vary as you rotate your view.