Thanks for the detailed report Alex. There are a lot of variables here, and we’ve done the math repeatedly with point, spot, rect, directional, etc lights to try and get them right. I’d love more information on your scene so that we can improve things.
I’m curious if your Unreal level’s post process settings had any effect on things in Omniverse Create… The stage export will set these three tone mapping settings in the stage’s custom layer data, which Create will then use:
- Film ISO
- Camera Shutter
- f-Number/f-Stop
AutoExposure in Unreal Engine makes things more difficult (if enabled in game settings). Sometimes if we’re aligning looks between UE and Create we’ll disable the game settings and just use the fixed exposure setting:
Also beware of static lighting in Unreal Engine compared to the dynamic lighting in Create. This can cause differences.
On top of all of this, there are differences between the brightness path-traced and real-time rendered stages in Create as well. There’s a default “Indirect Diffuse Lighting” applied to the real-time render settings, and sometimes it’s necessary to disable this by adjusting the intensity.