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 Incandescence to
around 70%. (You can later increase or decrease this value to increase
or decrease the intensity of the light.)
- Map the Incandescence to
the HDR image you want to use.
- Render with Final Gather (see
Render with final gather),
with the
Primary Diffuse Scale set to
between 50 and 100.
- Make sure Global illumination is
turned on.
- Tweak the Diffuse attribute
of your object's shaders, if necessary.