Issue with realistic lighting in cesium for unreal

Hi all!

I am using cesium for unreal to simulate lunar imagery. Basically, I have created a lunar scene using their tileset, and have a directional light that is at 100000 lux. But the perceived light from my cine cameras is much much darker than the real-world counterpart images with the same camera parameters (shutter speed, iso and aperture). I suspect it might be a tonemapping issue, but it could also very well be the way I have composed the scene. I have a cinecamera that renders to a target texture, and that goes into a material that is applied to a postprocessing volume.

Please let me know if anyone has any tips on how to simulate the lighting environment so it looks like the real-world counterparts.

I don’t know that much about the camera settings, but whenever I struggle with the output being to bright/dark, the camera is usually set to Auto Exposure.

Make sure that the auto exposure is set to manual and tweak the exposure compensation to make it look like how you wish: