Cycles overexposed?

I’m having some issues with cycles. I’ve looked around and found no answers to my questions.

I’m using a HDRI for my world. I’m also using a variation of “Greg’s” simple world node setup to harden the shadows, no lamps.

The sun in the hdri image suddenly turns black. Only the sun. Is it’s values out of blender’s range of values? Well, I fixed that by doing this (adding the “is camera ray” to the mix shader node factor input):


But I still get black spots in the render on the reflections of the glossy surfaces. I suppose I could add the glossy ray to the camera ray and that might help (I saw a node layout doing that somewhere). But my question is, is cycles being overexposed? If so, what is the maximum value it can reach internally? (I mean the sort of value one might try to clamp for example). I also wonder if there is a way one can measure the levels of the light blender is handling internally at any given point, just like audio workstations can show you the audio level at any point of a signal path using vu-meters of various kinds?

Just curious. Thanks.

I’ve had issues like this in the past when using GGX Multiscatter at low roughness (which isn’t much of a point in the first place), but I haven’t checked this lately.
You can measure by rendering out camera looking at the sun and holding mouse button over sun pixels in render result. For preview rendering you can negate sun above a variable threshold to find its max.
Not sure what EVs my HDRs are at for sun values, but I tend to have to scale them (temporarily for testing) or adding sun object (when happy with HDR selection and rotation).