It's a very old topic but since Uber Environment 2 is still present in Daz Studio I try to give my contribution. Perhaps this can be a solution.
Sphere correction
As already explained in other comments and posts, the sphere has the wrong UV and it is also rotated on the Y axis.
My advice would be to delete it and replace it with a correct sphere. In any case it is possible to solve the problem by proceeding in this way
Show hidden properties
Unparent EnviromentSphere
Unlock Y Rotate
Unlock X Scale
Set X scale to -100 (This way we avoid having to flip all the images we want to use.)
Now we need to rotate the sphere on the Y axis
Set Y rotate to 108
The sphere is now in the correct position
UE2 Shader Correction
Set X Rotation to -90 (to solve the problem Y up / Z up)
I believe that there is also a flip problem in the shader (similar to that of the sphere)...
Unfortunately we cannot use the same system we used for the sphere on the x scale parameter. Giving it a value of -100 will have no effect, this means that all the maps we will use will have to be edited with a software like Photoshop by making a "horizontal flip".
We now have two options.
Parent EnviromentSphere to UE2
Create a new group by inserting the two elements there.
I recommend creating a new group.
Before doing this I recommend locking all the parameters of translate, rotate and scale of the two elements.
It is likely that just done the group is moved to some transform values. Just simply reset these values.
Done.
Map
HDR or TIFF file?
HDR sometimes gave me inaccurate shadow calculation results, TIFF files always seem to be correct
Comments
It's a very old topic but since Uber Environment 2 is still present in Daz Studio I try to give my contribution. Perhaps this can be a solution.
Sphere correction
As already explained in other comments and posts, the sphere has the wrong UV and it is also rotated on the Y axis.
My advice would be to delete it and replace it with a correct sphere. In any case it is possible to solve the problem by proceeding in this way
Now we need to rotate the sphere on the Y axis
The sphere is now in the correct position
UE2 Shader Correction
I believe that there is also a flip problem in the shader (similar to that of the sphere)...
Unfortunately we cannot use the same system we used for the sphere on the x scale parameter. Giving it a value of -100 will have no effect, this means that all the maps we will use will have to be edited with a software like Photoshop by making a "horizontal flip".
We now have two options.
I recommend creating a new group.
Before doing this I recommend locking all the parameters of translate, rotate and scale of the two elements.
It is likely that just done the group is moved to some transform values. Just simply reset these values.
Done.
Map
HDR or TIFF file?
HDR sometimes gave me inaccurate shadow calculation results, TIFF files always seem to be correct
Sorry for my terrible way of writing in English
Maurizio