Hello again! I tried to condensate my testings and needs into this one little test scene I´ve aded. the scene consists of a reflective object and a non reflective background plane. there are 3 stages which show a little bit of the problems I am confronted with. my intention is to skip the reflections given by the IBL and use another hdr to reflect in the sphere. I made 3 renderlayers with overrides to show the different connections, but just to explain here quickley: stage1 (IBL reflecting) - reflective sphere - background stage2 (IBL reflecting) - reflective sphere (no changes) - background (cutOut Opacity mapped in the shaders advanced tab) stage3 (envBall reflecting) - reflective sphere (envBall with different HDR mapped in the shading engines Environment slot) - background (cutOut Opacity still mapped) in stage 2 I try to get rid of the sharp reflection line from the background object. in stage 3 the new envBall environment blends very strangely into the gradient of the background. how can I get rid of this? and secondly the envBall doesn´t output the HDR same as IBL. I read once that it does some kind of image flipping. but no mather how I flip or rotate the envBall, I can´t get a similar results as from the IBL. is there a global procedure how to use 2 different HDRIs for FG casting and reflection for all materials in the scene at once? or maybe just for one material working that would already be grat help. thx