First, clear the light assets in the level:
Make sure the 3d assets wanted are Nanite enabled (plants will lose colors if change to naniteable)
Select those Static Meshes by filer function in Content Browser, Select needed one
R click → Nanite → Enable
Delete all nights in Outliner after open any template that already has assets (direction light, sky atmosphere, expotential height fog, skylight, volumetric cloud, skybox)
The scene should become dark, if not, some baked light has to be turned off:
In World Setting, tick Force no precomputed lighting
Choose Build lighting only
Use Env light mixer as a fundmental setup:
Create the following 5 elelments:
Skylight
Directional light
Sky Atmosphere
Volumetric Cloud
Expotential Height Fog
Ctrl L + move mouse to sun in sky and cloud
Turn off Auto Exposure (don’t let UE adjust brightness whenever changing view angle):
Create Post Process Volume:
tick Infinite Extend Unbound
In Exposure, change as below to turn off auto exposure:
Now it behaves like real camera, under exposure area will be very dark
Quick way to mointor overall lighting environment instead of changing light intensity of different light sources:
Change Exposure Compensation in PPV (lumen will help to light up the scene)
Fine Tuning:
In Exponential Height Fog:
Tick Voumetric Fog
In Directional light
Increase Volmetirc Scattering intensity, e.g. 10, to see the effect
(especially for light through window):
To give more dreamy look:
Back to Exponential Fog, increase Scattering Distribution from 0.2 to 0.9
To improve Jitterness,
In PPV, search lumen, change follow 3:
Utilize the 4 spheres to test exposure:
Put all 4 spheres and play around the exposure in PPV, make all 4 spheres not losing details, hightlight/shadow, especially chrome ball should reflect what it sees, no weird highlight/shadow