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Світ (World)

The world environment can emit light, ranging from a single solid color, physical sky model, to arbitrary textures.

Surface Shader

The surface shader defines the light emission from the environment into the scene. The world surface is rendered as if it is very distant from the scene, and as such there is no two-way interacting between objects in the scene and the environment, only light coming in. The only shader accepted is the Background node with a color input and strength factor for the intensity of the light.

Volume Shader

Under independent development

Ambient Occlusion

Ambient occlusion is a lighting method, based on how much a point on a surface is occluded by nearby surfaces. This is a trick that is not physically accurate, but it is useful to emphasize shapes of surfaces, or as a cheap way to get an effect that looks a bit like indirect lighting.

  • Factor: The strength of the ambient occlusion, value 1.0 is like a white world shader.
  • Distance: Distance from shading point to trace rays. Shorter distance emphasizes nearby features, longer distance makes it also take objects further away into account.

Lighting from ambient occlusion is only applied to diffuse reflection BSDFs, glossy or transmission BSDFs are not affected. Transparency of surfaces will be taken into account, i.e. a half transparent surface will only half occlude.


Sometimes it may be useful to have a different background that is directly visible versus one that is indirectly lighting the objects. A simple solution to this is to add a Mix node, with the Blend Factor set to Is Camera Ray. The first input color is then the indirect color, and the second the directly visible color.

Background shaders are currently not importance sampled, that means they don't use more samples on regions of the background that are brighter. This in turn can lead to slow convergence with for example textures that have a few bright spots. Blurring such textures may reduce noise and converge faster.