Emission shader on large object is black in Cycles? Starting with a new scene, I inserted a UV sphere with a 5028' radius (1 mile). In edit mode, I removed the bottom half making it a dome, then flipped the normals inside.

Then I added an emission shader. In cycles, it's just black, no matter how much I turn up the light/emission power. It works OK in Eevee. I also can't get point lights bright enough to hit the dome.

It works fine if the dome is 100', so this has something to do with the scale. I changed camera clipping to 30k feet, and I also set clamping in cycles to 0 for both. I wonder if there is a "light clip" setting somewhere? I also tried using the light falloff node with constant and the maximum strength it would allow.

I'd post a picture, but it's just black....

How do I get an emission shader to work on a giant object and/or from a great distance?

2.82a

UPDATE:

Here is a test file:



There is no scene camera, just the viewport camera with cycles enabled. the camera is position inside the dome.
As for your... uh... missing(?) light

The default world shader, and an example object;



Your file when first opened;



Disconnecting... whatever you were trying to do there;



Adding a default cube;



Decreasing the strength of your dome's emission... significantly;





As for the point light question

I disconnected the emission (which generates light) and replaced it with a diffuse;



Then I added a point light at a minimally affecting strength (for the size of the dome;



Something a little stronger;



And especially stronger;



Conclusion

I honestly have no idea what your goal is, or if I've answered your question properly. Please let me know.