LUME skydome
This setup uses only ONE LIGHT [a direct
light] and a Lume skydome [which replaces
the use of a skylight.]
This is a good setup for a daylight shot for
a clear day with sharp ray-trace shadows. The direct light
is good to emulate the direct rays of the sun.
The lume glow material on the
skydome can illuminate the scene itself, but it will
not cast a shadow by itself.

Turn on Mental Ray
in the Common tab of the Render dialogue

Make
a skydome with inverted normals on a large sphere encompassing
the scene.
Either convert to editable poly and flip normals at element level, or,
apply a normal modifier.
The
skydome material ...
Self illumination is not required as that will be handled with the lume
glow.



The
color on the material is handled entirely by the glow material, in this
case, our blue gradient.


Our light
is a single DIRECT LIGHT
[exclude the skydome sphere] ...
Keep playing with the multiplier of the light [and
the glow amount setting on the lume skydome] until
you get a balanced color on your gray or lit gray model ... neither
too blue, or too orange.
The color
of the light as well as the gradient
in the skydome material are also both factors in the final color balance.
The result you want is some sort of natural color, not a orange or blue
scene. See Jeff Patton's sample above.

Shadow
density on the light ...
The light can
be outside the dome.
Turn on ray traced shadows. These will not have a soft
edge.
The camera
will be close inside the dome. You might have to adjust the camera clipping
plane and FOV.
Final Gather, no GI, Indirect
Illumination tab

Renderer tab:


Render from a camera just inside
the skydome.
To
balance out your lighting, tweak these factors:
> The brightness setting of the lume glow material
>The colors
of the gradient for the lume glow
>The
multiplier on the direct light
>The
color on the direct light
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