You’ll notice that the actual environment map is far more vivid. There are two reasons for this. Firstly, it’s using HDRI and therefore has a superior light range to work with. Secondly, it reflects light as if it were surrounded in a sphere of that material. On the left, what’s happening is 3Delight is taking whatever reflections it receives and then tinting their colour to match the environment map.
Are you using the same image in both?
Remember, Uber anything is still 3Delight…you are making it sound like it’s not.
Also, no matter where the map is, if it is attached in any way to the reflection channel, it is NOT a raytraced reflection. HDRI doesn’t matter…the default DS shader will accept an HDRI image…and any HDRI image, no matter what format it is in to begin with will end up the same after tdlmake runs on it…a tif image.
The Environment map in US is not quite the same as plugging the same map into the reflection channel…but it’s awfully darn close, because both use the same rsl code for the image files (or at least they appear to based on looking at the compiled code and rib files…so I’m about 95% certain the maps are the same).
There is something else going on, though, as the maps are not oriented identically.
Which one is US and which one is DS default?
They are both using the same map (as a matter of fact, dumping the scene to a rib generates only one file name for the map). They are sitting right next to each other. You will also notice that neither is showing any other reflections…like each other, so yes they are both using ‘mapped’ reflections.


