"I adjusted the exposure but that didn't help"... maybe you mean: I didn't adjust the exposure "enough".
"My textures they turn white"
But what is white anyway?
In the case of digital images, "white" is just the limit of what the display can deal with, when the data has reached the top of the scale: 1 or 100%. If you want detail in the highlights, those ...
Here is a list of corresponding HDRIs from HDRI Haven in full resolution.
City > Portland Landing Pad
Courtyard > Courtyard
Forest > Ninomaru Teien
Interior > Hotel Room
Night > Moonless Golf
Studio > Studio Small
Sunrise > Spruit Sunrise
Sunset > Venice Sunset
I don't think you can use an image like that as an HDRI, however, you can convert it into an equi-rectangular map that can be used.
Give a basic cube your Cube-map texture (it's default UV is already in the right shape), and align it properly in the UV editing tab. Make sure to connect the image through an emission shader (so it becomes it's own light).
Resolution of HDRi doesn't change strength of light too much.
Resolution have an influence on sharpness of shadows.
Probably not visible too much between 2K / 8K, but for lightning with 256px result visibly differs (see end of cube shadow). Small sharp point as light source (like sun) produce sharp shade, in small images it can be just a pixel, but usually ...
You can use whatever strength value for the environment that works for you, so if 20 is too dark, you can use 200, if 200 is too dark, you can use 2000, so if there is not enough of light, just add more light.
One thing to keep in mind is that if you have glass windows, whatever light comes through them, becomes refractive caustics, and they are terribly ...
The mist pass effectively fades out your scene the further it is from the camera (ie, the more ‘mist’ that light ray has had to travel through). The HDRI by its very nature is out at an infinite distance and, therefore, is completely obscured by the mist.
To append an HDRi texture from another blend file along with the nodes :
append the world
select the world settings from the properties panel
Click on the browse world settings to be linked
In that you will see the appended world with the name World.001 if it's not named and will appear with the name if it's named in the appended .blend file
The world will ...
In general - Render Properties - Film - Transparent works (viewport and render)
To Save render with transparency - Render Properties - Output - File Format - PNG and Color - RGBA has to be set (or any other format that supports alpha channel).
For viewport you can hide background image in Shading properties by ...
Visualy screen looks like you have enabled Use Curves in sub panel of Color Management with some adjustment there.
BTW When I see missing navigation icons in your screen, there can be graphic card issue ...
It looks different in the preview because there is an HDRI already set up for convenience.
In the world section, set the surface to Background, assign an Environment Texture to the color slot and then select any HDRI image you want to use:
Enable Scene Lights and Scene World to override the viewport settings:
Gif from: How can I render an object with ...
Or you can use the Is Glossy Ray input from the Light Path node.
With this setup, your World color stays the same, but reflection rays show your HDRI.
Color 1 is your world background, Color 2 is your HDRI.
Using Using Light Path input
Using solid grey World color
Since the World Output node doesn't have a red header and the World Properties show that a background node is connected, you have another World Output that is active. You will have to remove the duplicate output in the node editor, that is likely somewhere outside the visible area. All nodes can be brought into the view through View > View All (Home or pos1)....
Add this equirectangular texture as world background texture as usual and render it.
By another words - go to Shader editor > World tab, add Environment texture node
(not an Image texture node) and choose directory to HDR image on your drive.
since you need only get render of BG, a Camera location doesn't matter
(would be different story if you ...
Environment image (HDR or not) just mapped on infinite sphere.
The scale of you object (cube or car) not doesn't affect environment of depend on it.
Only for still camera you can adjust your model to environment using camera orientation and focal length.
Nonetheless to apply scale: select objects to be applied, go 3d ...
Use the HDR as environment texture.
Just line up the camera so that it sees that part of the environment.
Or rotate the environment image until you see the section you are looking for.
How do I rotate an environment texture?
To have shadows of the object create a plane and use it as shadow catcher.
Sorry for the links only answer, but this is too long for comments.
You are mixing two different concepts:
stands for High Dynamic Range image, that has larger colour values than those that can be displayed by any screen. They are used mostly as environment textures to light scenes.
2. 360 images
concept of environment projection https://wiki....
I just checked out your .blend file. You don't need an irradiance volume or a reflection sphere to reflect the HDRI - in fact, in this case, it is messing with it. Irradiance volume only captures indirect light, and reflection sphere helps with SCENE reflections - but is not needed for WORLD reflections. It works if you delete them, and then delete the ...
My answer works for the Cycles-Render-Engine:
In the Properties Editor select the World tab. There you find the menue Ray Visibility (only in Cycles!). Uncheck all the boxes except Camera. If you want to see the world-environment in the reflections check the Glossy-Ray.
Somehow, your camera is showing a negative scale transform.
Swipe the camera's 'Scale' fields in the Item tab and set to 1.
Readjust the camera using its internal settings (Focal length, or Lock Camera to View, etc)..
Maybe even swipe the padlocks next to the camera's scale to lock it off. You need special reasons to alter it.