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.
