
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.

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.
