This is tricky. You will always have the interior dark and the exterior bright. It’s about finding the right values for each scene and there is no easy answer that fits all situations. Here a few tips.
the higher the brightness of the directional light is the harsher is the difference between inside and outside. Try to set the sun brightness lower, around 3-4 maybe if you have it higher.
when everything outside is white then the adaptive brightness balance will make the inside look darker. Add a few trees, buildings or a large ground mesh so the outside horizon is a bit darker.
0.5 as min brightness might be too high. Maybe try 0.1 and then set the exposure bias lower, between 0.5 an 1 as a start.
you can have multiple post process volumes on top of each other. You could add another one for the inside with higher priority and different settings. The value from the volume with the highest priority will be applied. The camera counts here not the object. Wherever the camera is it will pick the volume with the highest priority. Doesn’t matter if the meshes are in the volume too as long as the camera looks at them.
as a last resort add a low brightness large radius static light in dark corners. Make sure you build lighting as those lights will look totally different with or without lighting built.
add a lightmass importance volume to the scene
It might just be too difficult at this angle. You cant have half of the image adapt differently than the other half. Some people start with min/max 1 and then adjust the bias but I haven’t tried it that way.
Thanks for the feedback and assistance, I will try your suggestions S_dot. If I can’t get it right, I think I will just turn everything down and use static point lights to light the interior.
ZacD, I am already using Luoshuang’s Lightmass file and increased my light bounces, still dark though. I will try the tone mapper as well, thanks.