![]() #5 Add a Mapping node and hook up it's Vector to the Image Texture's Vector input (this is optional, but allows you to tweak the position, rotation and scale of the image) #4 Add an Image Texture node (Shift-A pops up the "Add" menu) and hook up it's Color to the Background nodes Color input ![]() ![]() #3 Open up a Shader Editor, and select World from the datatype drop-down in it's header The "Background" you're working with there, is meant to allow you to set an image as the background of a viewport to use as a reference, if you want to change the background that fills the "empty" parts in a render, you need to work inside the "World" context and edit the Surface therein.
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