Thank you all for your help. I really didn’t ignore the instructions, I just went beyond in trying to get it to work for me, I guess .
I did map the converted tiff in the color channel of the UE, per the instructions (see screenshot below). I found a pair of images on openfootage - low and high res. Somehow I got the idea the the low res was for the UE color map and the high res for the scene background, to be shown in the render as a skydome. I put the low res tiff in the UE color map. That seems to work for me, and I didn’t mention it in my post, because I didn’t seem to have a problem with that part. That is what I meant by “I followed the instructions”.
But just putting the tiff in the color map of the UE did not make it show up in the render as my scene background. The EnvironmentSphere is all white. Putting the tiff into the EnvironmentSphere Diffuse still left it white. The tiff only showed up when I mapped the fiff to the EnvironmentSphere Ambient channel. That is when the tiff finally rendered. But it didn’t still show in reflections.
I also have read through Adam’s learning UE tutorial, but I think a lot of it is still over my head. I did see where he mentioned that the EnvironmentSphere didn’t show in reflections and he thought it should. But I also saw his answer to Wiseavatar where he said that “The solution to the lack of reflection was to set the Sphere Primitive (sky dome)‘s Ambient Color to 255,255,255 and Ambient Strength to 100%.” That is where I got the ambient idea. I guess that “Sphere Primative” is not the same as “EnvironmentSphere”.
So, if mapping the tiff to the EnviornmentSphere ambient channel is not the right way to make it show up as a skymap in the render, am I supposed to create a whole separate “Sphere Primative” and map it to that instead, or am I still missing something basic?
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