
For example: 10 and 14 exp (Maya) = 10 cd (Unreal).Īlso consistent. So you need the extra 14 exposure steps in Maya.Īlso consistent. Intensity: 1 and Exposure 14 (Maya) = 1 cd (Unreal) Usually, about 1% perceived brightness difference. That is pretty consistent when you increase the light intensities:įor example: 50 and Exp 1 (Maya) = 50 Lux (Unreal) So you need an extra exposure step in Maya to match the Unreal visuals. Intensity: 1 and Exposure 1 (Maya) = 1 Lux (Unreal) I used some volumetric effects in both cases. There are no additional corrections on the images.
I used a few real-time GI technique to get better result (SSGI and Light Propagation Volume) in Unreal. I didn’t used any ray-tracing technique in Unreal.
(There is no point to use Unreal for previz – or at all 🙂 – if you have to wait for the light baking process.) Maybe this is not applicable for all Unreal project but for previz it’s a usable one.
I had to choose an eye adaptation method:įor consistency, I chose the Auto Exposure Basic method with Exposure Compensation: 0, Min. I used the default settings as it you get from a default Game Project. Other than that I didn’t change anything. I used a mid gray sRGB texture as base color with the Utility – sRGB – Texture color space. In short: Unreal using “filmic tonemapper” settings by default (ACEScg/sRGB(ACES) like results), so I decided to do this test in ACEScg color space with the sRGB(ACES) view transform in Maya. If you have to deviate from it, the results will not match in most cases (there are a few exceptions, for example with IBL based lighting). My test scenes are in 1:1 scale (real-world size). My goal was to match the previz visuals, not the full rendering process.Īlso, I did not try to match the colours, that could be a very difficult task. I compared the sRGB results, not the linear, high dynamic range EXRs. I didn’t want to compare the final renders, but if the previz lighting is usable in Maya/Arnold as a starting point, then that could be a good way to start the actual lighting process in Maya/Arnold.įirst I had to choose a method for the testing: If you’re using Unreal Engine as a previz tool, at some point you need to reproduce the lighting conditions (at some level of accuracy) in Maya/Arnold. Equivalent light intensity values between Unreal and Maya/Arnold.