How did Epic generated its sky domes for Kite?

No problem mate.

And as far as CL goes, it’s not fully supported in the way I wrote, I should of been clearer, apologies for that.

Basically I meant you should use an nVidia GPU (which you already have) which have a much better relationship with Vue than AMD cards do, even with 1:1 specs, and afaik this is due to the relationship of CUDA/CL inside the NV kernel (happy to be corrected on this)

Anyway, there are a few good resources out there for learning about the best ways to render scenes in Vue, but remember that most of the information you will find is concerning *entire *Vue scenes and/or animations so you will have to retro-fit that info to suit the needs of game design, specifically sky creation/exportation for games. (Another reason I’ll be writing an in-depth tutorial on how to do this for both skyboxes and skydomes, including best Rendering settings to avoid noise etc)

Have a peek over on their Wiki to get a breakdown of the Rendering options in Full http://www.e-onsoftware.com/wiki/Vue/index.php/Documentation/Building_Scenes/Rendering

But as I mentioned before, that is all written to explain the full rendering options and is geared towards you rendering entire scenes, which is not exactly related to UE4.

Most, if not ALL of you game-related renders will be done in “Custom” mode, as the presets again are all for entire scenes and waste a lot of CPU/GPU and RAM resources rendering things you don’t need.

The option of “OpenGL” in the Rendering settings in Vue is meant for quick and dirty rendering (think of a quality somewhere between “preview” and “final” but with sometimes] the speed of preview 2x-10x)

A few months ago CGC posted this E-on ships Vue Infinite 2015 and Vue xStream 2015 | CG Channel

Notable quotes from that article;

Saving to get my upgrade copy as we speak :wink: