Trying to replicate the behavior of the HDRI environments used internally to illuminate and create the reflections in our 3D viewport, to obtain the same result in the final render, I found something that caught my attention:
To use the same environment in the render and have it look exactly the same it is necessary to rotate it -90º in Z, scale it up to 100,000 in XYZ (this I could understand… to create a giant sphere that surrounds us) but also negate the scale value in X, to -100,000.
Does anyone have any idea why it is necessary to make these modifications? I would expect to be able to leave all the default values in the mapping, really.
Or is there something fundamental I’m missing?
THANKS!