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I have a scene in which I am using an HDRI texture as a light source. However, I am also trying to use it as a background, but when I turn up the strength of the sky it just turns white. I am looking for a way to render the sky again(at a lower exposure) and then composite the sky under the rendered object.

Ben
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  • Related https://blender.stackexchange.com/questions/58272/making-an-emission-shader-emit-a-different-colour-of-light-than-the-colour-assig and https://blender.stackexchange.com/questions/53359/how-do-you-make-an-image-emission-without-washing-out-the-image – Duarte Farrajota Ramos Jul 15 '18 at 01:07
  • If I layout the HDRI onto a sphere I can use https://blender.stackexchange.com/questions/58272/making-an-emission-shader-emit-a-different-colour-of-light-than-the-colour-assig to determine if the camera ray is hitting it. Thanks a lot! – Ben Jul 15 '18 at 01:39
  • You can simply use the light path node directly in your world shader tree – Duarte Farrajota Ramos Jul 15 '18 at 01:49
  • That works too, now I don't have to have a giant sphere in my scene. – Ben Jul 15 '18 at 03:06
  • https://blender.stackexchange.com/questions/69605/how-can-i-create-a-silhouette-using-hdr-in-cycles/69615#69615 –  Jul 15 '18 at 14:14
  • Also read: https://blender.stackexchange.com/questions/46825/render-with-a-wider-dynamic-range-in-cycles-to-produce-photorealistic-looking-im/46940#46940 –  Jul 15 '18 at 14:16

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Use two nodes for the background, one to light the scene at the intensity you want and one with the normal exposure that is only seen by the camera: Control the mix using a light path using Is Camera Ray.

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