Exposure Values
In your camera, there is a sensor that takes in the light of your scene. This is used to capture an image. In a DSLR Camera, when you take a picture, you hear a clicking sound. That is the shutter opening and closing in front of the sensor to let light in. High Shutter speed means the shutter is open for less time, while low shutter speed is open for longer. With a Low shutter speed, you get a brighter image because it is open for longer and captures more light. However if an object is moving fast, the object can appear blurry.
Note: shutter speed can also been known as shutter angle in the film industry.
Exposure value is how bright you want a picture. You can have multiple combinations of apertures, ISO, and shutter speed values to get that value.
You can measure this exposure value for real lights, and apply this value within Unreal.
Aperture.
In Unreal
Inside of a basic level, bring in all the basic environment lights and a post process volume set to infinite but keep the auto exposure histogram settings.
In the post Process under the exposure tab, you'll see these values. In a scene you might have an interior (like a museum) and an exterior (a bright sunny day). The EV values for both are going to be different, but we can tell Unreal what's the minimum and maximum EV we need.
Change the min ev100 to 9.5 and the max ev100 to 16. You'll notice that when we change the min ev100 to something higher, the scene turns dark. This is the minimum amount of light that unreal is compensating for and will show you. You'll need to increase the directional light to the correct lux value that the sunlight is at (which is 120,000).
When you do this the scene will be lit.
If you go to show> visualize > HDR (eye adaptation), you can see this histogram, along with some text in the center telling you the exact EV100 value.
TIP:
If you just want to bring up the exposure evenly with a point light, a cheap way with dynamic lights is to:
- large attenuation radius
- turn off specular scale
- turn off use inverse squared falloff and turn down light falloff exponent to near 0 (can't do 0 it won't let you)
- Also turn off cast shadows
Now it lights evenly and you won't know where the light is coming from. This works well with lighting trees since it has a lot of self shadowing with the leaves