To render finitely distant illumination and reflection
         
         
            - Place your scene into a large sphere. 
               This sphere will be used as the light source. (It is geometry that gets tessellated.)
                
- Assign a Lambert material to the sphere and set the following attributes:
                  - Set colour to white.
- Set  to around 70%. (You can later increase or decrease this value to increase or decrease the intensity of the light.)
                  
 
- Map the  to the HDR image you want to use.
            
- Render with Final Gather (see Render with final gather), with the Scale set to between 50 and 100. 
            
- Make sure  is turned on.
            
- Tweak the  attribute of your object's shaders, if necessary.