Captain Obvious wrote:Basically, the shader would check the backdrop's color based on the incoming angle.
brilliant trick, that is the thing I miss in all those pictures where people put a white arealight or lumilight in the windows. That looks exact like somebody puts a large light in a window!

The ceiling is then too light because in reality there would not come white light from the ground (except only if there is snow on a bright day ofcourse)
So for me a backdrop gradient (or sunsky plugin) gives the best look. (for lightmap mode) Backdrop does not work in photonmap mode, so there you need a spheredome. But in photonmap the dome emits and wastes an awful amount of photons because those do not reach the window and inside of room. So to tackle this problem you need the upcoming Skyportals to guide all those photons only to windows (or some to the visible outside)
In lightmap mode you don't have this problem because in that mode all photons are sent from camera viewpoint instead of lights as in photonmap mode.
Hope it is all clear to everybody now, if not, please ask me to explain it better.
