This simulates light from a sphere or dome above the scene, representing the sky. It can also be used with high dynamic range (HDR) images to perform image-based environment lighting. This is the node which is typically used for lighting exterior scenes.
When linking shaders to the skydome light, the "shader" parameter can be used instead of "color". The "shader" parameter lets users connect closure shaders with transparency, which is not possible with the color parameter.
The resolution controls the detail of reflections of the skydome. For most accurate results the Skydome light resolution must be set to match the HDRI image resolution, however, in many cases it can be set lower without a noticeable loss of detail in reflections. By default, the parameter is set to 1000. The higher the resolution parameter, the longer the skydome_light will take to precompute the importance tables for the light, which increases scene startup time.
The type of map being connected. It can be set to Lat-long (most common), Mirrored Ball or Angular.
Defines how the skydome light interacts with light portals.
Blocking light outside portals more predictably reduces noise for interior-only scenes.
By default, skydome lights are directly visible as a background. Lowering the influence of the light of camera rays makes them invisible to the camera, and makes the background transparent.
Per-light scaling for transmission. Should be left at 1 to produce physically accurate results.
Outputs an indirect light AOV (the skydome_light outputs to direct light AOVs by default).