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Outputs, and using them

The project's formats lists what render writes:

FormatFiles
exr-facesNAME_px.exr .. NAME_nz.exrlinear HDR, half float, the faces
exr-equirectNAME_equirect.exrlinear HDR, equirectangular
ktx2NAME.ktx2linear HDR cubemap, RGBA16F, loads into GL or Vulkan as it is
png-facesNAME_px.png .. NAME_nz.png8-bit, display-referred
png-crossNAME_cross.png8-bit, a horizontal cross
png-equirectNAME_equirect.png8-bit, equirectangular

The HDR is the sky itself, unclipped: take it if your engine tonemaps. The PNGs are derived from it through the display curve the look was designed on.

Directions​

Faces follow the GL cube map convention every engine's cubemap loader uses (px nx py ny pz nz, first row at the top). The cross is laid out -x +z +x -z across, +y above +z, -y below. The equirectangular map is centred on +z, with +x a quarter turn to the right and +y up.

Orientation and the key light​

yaw, pitch and roll in the project's [orientation] turn the sky on export: positive yaw carries +z toward +x, positive pitch +z toward +y, positive roll +x toward +y.

Beside the images, NAME.json gives the key light -- the light the sky's form is lit by -- as a direction, as azimuth and elevation, and as light_travels: point your scene's directional light that way and it agrees with the sky. The sky has no sun in it; your game adds its own.