4.19 Physical Lights

If you have the average luminance of the sky, then you should be able to multiply by pi to get the corresponding average Lux value (Note that in my above post I actually deduce that Unreal’s skylight units are already in cd per square meter and not Lux as stated by ). You can test this in unreal by placing a perfectly white, 100% rough, 0% metallic, 0% specular, ball in the scene and checking its luminance values with the pixel inspector. A directional light with a lux value of 3.14 (pi) will produce a luminance of 1 at the highlight. Creating a perfectly white sky sphere (make sure it’s luminance is 1 when hovering over sky with the pixel inspector if using bp_sky_sphere, as it has weird output) and using it as the input for a skylight, will produce a ball with luminance values of 1 spread over the entire surface of the ball.