It seems that when using HDRI as a primary light source, compared to other renderers the pathtracer still has a lot of jet black bounces in it.
Is it possible to have a GI booster slider because at the moment clients are always saying it's too dark in the shadows, too dark under eaves and awnings but even with ambient pumped up to 4.0 TM path tracer doesn't seem to be taking HDRI indirect light into account properly when compared to traditional offline renderers.
Thank you for posting in the community regarding the HDRI lighting and settings. There will be some differences as each rendering engines uses different settings but Twinmotion does have less options than UE in regards to Path Tracer. As a workaround maybe if you take you TM scene into UE and use the Path Tracer there, you will get the results you are looking for.
Please make sure to turn off Auto Exposure and then set the Intensity for the HDRI, potentially increasing the sun intensity, then ambient sliders, and exposure. Are you using a Skylight HDRI or a Backdrop HDRI, do you have any simple example and scene to share with the Path Tracing setting used?
Hope this helps and looking forward to hearing back from you with further details to best understand the problem.
For any additional features and settings request please submit your ideas on the road map here:
I think the problem is, no matter the setting I can't seem to get enough sky indirect bleed in my shadows. They always seem to be black despite using a HDRI