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HDRI Domes

Spawning

Click on the arrow next to world name to see additional spawn options and use Spawn HDRI as Dome

HDRI Panel

Strength

Strength of the world light.

Background Color & Use Background Color

Switch between showing the world and uniform color in the background.

Hue, Saturation, Value, Factor

Modifiy the color values of the hdri. Factor will set the strength of the overall effect.

Normal Strength

How strong the normal map is.

Alpha

If set to 0, top of the dome will be transparent and only ground will be visible.

Ground Roughness

Controls how glossy or matte the ground looks.

Ground Boost

Make the ground brighter or darker to compensate for the strong/weak light.

Resolution

Polygonal resolution of the dome mesh.

Fillet

Shape of the dome, interpolates between semi dome and sphere.

Scale

Size of dome in meters.

Horizont Offset

Moves the center point of the UVs on Y axis.

Ground Midpoint

Offsets the values near Y=0.25 in the UV map.

Displacement Strength

Controls how pronounced the ground's height variation is, adding more depth to terrain features like bumps and hills.

Displacement Midpoint

Offset where on Z axis does the displacement 0 value is.

Ground Subdiv

Subdivide just the ground part of the dome mesh.

Smooth Center Iterations

Blur the displacement near the center of dome.

Smooth Center Radius

How big the radius of smoothing is, value is normalized for the dome, meaning 0 = no smoothing, 1 = smooth entire radius of the dome.