Controlling texture position in Dome light

I have a collection of skies from VizPeople that have the lower half of the texture black as they are meant to project above the horizon. However, my ground plane is actually a large mesh to create an ocean surface, not an infinite plane because I’m using displacement. The mesh, although never would be large enough to reach the horizon line it extends enough to approximate the horizon. The problem is that I get a black gap between the ocean and the sky due to the sky texture being only the upper 50% of the image and not meant to go below the horizon.
In the past I’ve been stretching the image below the horizon in Photoshop but I was hoping to lower it by using the mapping parameters in vray as I have 50 skies in the collection 20,000 px wide and it would be a big task.
The only parameters that I’m able to achieve it is to use the rotate H and V parameters combined but this will need to be done for every camera angle because rotating vertically down, will result on a rotation up when I look in the opposite direction so I cannot use it either when animating the camera..
Is there a way to drop the whole dome map vertically and be done ?

Try a slight increase (1.03-1.05) in the Vertical value of the slotted Bitmap texture (Texture Placement > Repeat U/V).

Kind regards,
Peter

Thanks Peter none of the values make any difference except the ones marked below.
And even applying mirror V would leave the black horizon …
Can you duplicate this behavior ?

Make sure the Dome Light’s Shape parameter set to Sphere.
If this doesn’t help could you please send over a sample packed project (just a rectangular plane, a Dome Light and your texture adjustments) so I can look into it?
You can send it via a file-sharing service of your choice addressed at support@chaosgroup.com or in a forum private message to me.

Kind regards,
Peter

Sending you a PM.

Thank you for providing the scene! As already mentioned in PM this is definitely a bug (only works properly for adjustments made during Interactive Render). It affects solely bitmap textures slotted in Dome Light. As a workaround, please use the HDRI as Environment Background instead.

Kind regards,
Peter

Hey Guys
Wondering if there was a solution found for this issue.
Regards jahnyboy

Peter Chausnev already posted the workaround above.

As a workaround, please use the HDRI as Environment Background instead
The bug has been filed and it will be fixed on the next release. You need to wait.