Isn't it important for proper PBR to have physically accurate sun intensity ? So why in game templates I see like 2,5 lux, some you tube tutorials suggest 15 lux , in Archiviz template I see 5000 lux while as far as I know it's 120000 lux for direct sun in reality ?
What should I use for a typical modern HDR style outdoor game scene in Unreal? And what auto -exposure settings? We use 120000lux in our own engine. Why in Unreal it seems irrelevant?
in Blender both Cyicles and Evee works better with phisically accurate intensity of sun and sky light for example if you are doing dynamic day/night cycle . Better shadow/light contrast, better looking Filmic output view transform with proper exposure adjustment.
So how should I approach to this in Unreal ?
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UE4 doesn't default to using those units to not break existing content and to not force anything on the users. It just adds an additional level of complexity when a good chunk of the userbase doesn't care or need it.
The sunlight isn't actually 120,000 Lux. Unless specified for specific conditions, an illuminance reading includes all lighting hitting the sensor which means 120,000 is sunlight and the skylight(plus any other occlusion and bounce light).
To properly expose the image, you can use the spot/incident meter in the Eye Adaptation viewmode to get the nominally correct EV. Measure the illuminance on a flat white surface, which is generally perpendicular to the sunlight or placed horizontally in the scene in the area you want to expose for. Make sure the surface is fully rough, pure white, and with no normals, otherwise the luminance to illuminance conversion will result in an incorrect value. As of 4.26 UE4 will provide the EV weighted for 18% gray(spot meter) but you can grab my modified shaders for 4.24-4.26 that include the nominally correct EV based on illuminance(incident meter). My shader for 4.26 includes both. https://github.com/bleleux/CustomUE4/tree/master/Shaders/