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Try changing that on the texture node.
Unfortunately I still suffer the same issue, despite warping the mapping in the viewport when changing the layout in any way. The final render still refuses to acknowledge any adjustments.
I would upload images, but it's exactly as I describe it with words. If it helps though I can upload them
https://i.imgur.com/djcXXBm.png
Then I'm doing something wrong as well because this is what I get for a render if I use the Generated output node using this same set up.
https://i.imgur.com/HxqtNzk.png
Edit:
The only output node that gives me a rendered background is Window.
https://i.imgur.com/ruuKOG2.png
These four images are perfect examples. They are all from camera's perspective; viewport render and then f12 render.
How are you adding the speed burring effect to the environment mapping? I'm trying to learn that technique.
The way I did it isn't very intuitive, I just stretched scale on the mapping vector. But it wouldn't work in the actual render cause, well, I'll tell you.
I found yet again the beauty and atrocity of user-error on blender.
I had been perplexed of another symptom I didn't understand, when in the actual render my image was darker than it was in viewport. People said add more lights, but that would blind me in editing. It should look the same-- I know it should-- why doesn't it?
Well, as it turns out, things do not look the same across viewport and render when objects are hidden in the collection.
That's right, I was experimenting with enormous reflective cubes to try and get reflective effects (and make ENV maps), and decided I'd set the case aside for a bit, and hid it. Forgot about it forever. So the cube was, indeed, reflecting the environment, as you can see in the corvette picture. It was also blocking some lights from reaching the scene, hence the darkness.
Same with the picture of the man, though he's being surrounded by a massive, vantablack sphere. I tried the same little experiment twice, temporarily scrapping it, twice.
I just want to press the importance of stupid tiny things like this. I googled for hours to no avail and finally clutched for help only to feel so bloody, incredibly stupid. Who else would have left a giant cube around their scene? Bloody hell, me.
I know there's no actual takeaway from this, other than the obvious, so I'm sorry for dragging you blokes into this. I genuinely can't believe this.
I want to thank you though, I actually learned something from this. I've been having problems just getting backgrounds just to appear, so this gave me an opportunity to play around a bit.
So Thanks!
Alright, no idea what either of you is doing. ;)
The following produces correct results. Try if you can match it:
Start a new scene
Got to Shader Nodes
Change them to "World"
Do the following setup:
Texture Coordinate (generated) -> Mapping -> Environment Texture -> Background -> World Output
Open any hdri from hdrihaven in the environment texture node.
Set the renderer to Eevee (optional), forget about any other render settings.
Go into camera view and set your viewport to rendered. You should see the cube and the hdri background. F12. You should get the exact same pic. Optionally change the Mapping to rotate or scale or whatever the env texture. Compare again. Should still be the same.
Does this work at least?
Texture Coordinate (generated) -> Mapping -> "ENVIRONMENT" Texture -> Background -> World Output
I'm just using a standard image texture. I'll check this out when I get back from getting my Covid vaccine shot.
I think it depends on what the OP is trying to achieve with their background and environment and might be something I'm totally not on track with in their question. They may need a more complex node set up to get the result they're after (after removing that encompassing mesh - LOL.)
I've been playing around with this, but finding I'm going to have to do some more research into how the background nodes actually work as they are not reacting the way I expected just hacking at it.
But, yeah, using different texture type nodes produce very different results.
(Someblender (thing) else to look up and tuck away into my limited memory, LOL.)
This was a very informative discussion, Thanks Spanker.