Just a remark: In videos about this add-on, the typical claim that doing fancy node setups for the strength of the background shader will give “more realistic” results is brought up.
However, this is just flat out wrong: The most realistic and correct way is to just take a HDR into a Environment Map node and plug it into the color input. Seriously.
Now, why does it look better with these tricks? The answer is “bad” HDRs (bad is in quotation marks because it’s seriously hard to create HDRs without this flaw). Nearly no camera can directly capture HDR because of the range of brightness present in the image (that’s what High Dynamic Range is about: these images can span a way bigger range of brightnesses), the usual approach is to take many different exposures and combine them. Done right, this will give you a perfect HDR that you can use without any tricks for realistic results.
However, the range of exposures you need is quite extreme. Most consumer cameras offer something like a ± 3EV exposure series, which is enough if you want to use HDR for having nicer photographs, but not nearly enough to cover the dynamic range of a typical clear sky*.
The result is that most HDRs you find are still clipping the brightness of some parts, not because of image format limitations like with regular photos, but because even the shortest exposure used for its creation was not short enough to get a non-overexposed sun (the same effect also happens for the dark areas, where the longest exposure is not long enough, but for HDR-based lighing that doesn’t matter).
That’s why these node tricks can help: They boost the over-exposed sun to the brightness it should have if it was recorded correctly (again, doing this correctly is really hard). However, they only retouch a “bad” HDR to look somewhat like it should, and aren’t “necessary for realistic lighting” or something like that.
Sorry for that rant, but this “make it more realistic” stuff comes up soo often. Technically, in physically correct rendering, there is no more/less realistic, it’s either correct or not. And while tricks like these can make renders look better, it’s certainly not required for correct results.
- The sun itself goes up to 10^9 cd/m², while a typical sky has around 10^3 cd/m². This means that the sun is 100000 times brigher, a difference of 16.6 stops (=> ± 8.3 EV)! And that doesn’t even include stuff on or below the horizon, which will be even darker.