That is a fantastic question. :) For basic info on lights etc in unreal, check here: https://docs.unrealengine.com/latest/INT/Engine/Rendering/LightingAndShadows/Basics/index.html It gets to the heart of what PBR actually is. The lights in a PBR renderer must also be physically simulated. The values in unreal for point…
Units are now in CM. Light decays via the 1/distance^2 like in real life. Stadium lights are like 50-60 thousand lumens. A fridge light is under 300. :) If you happen to have a fridge in a stadium, just make the internal light level 300, and the spot lights in the stadium 55000 each, and you should have a good baseline for…
Like Vailias has said, most lights in the current PBR engines are generally physically-based, meaning they use inverse square falloff for the range and have some sort of measurement with the intensity that correlates to real-world values for example. Unreal also supports the direct Kelvin input for temperature, but you can…