Unreal Engine 5 Lumen GI directional light question

I’ve been working for a few days with lumen and I can’t seem to find the answer to this:

This is a screenshot of a project I’ve been working on, with Lumen global illumination, lighting with the SunSky actor. The project looks a little bit dark, and when comparing to renders done in 3dsmax with Vray, it seems that lumen here needs some more light bounces, but turning up the indirect lighting intensity in the directional light component doesn’t seem to help at all.
But, deactivating “cast dynamic shadows” in the directional light seems to help with this issue:

The indirect light bounces seem to be a lot stronger, and changing the indirect lighting intensity seems to make a great difference now (looks quite better when lowering the parameter).
I haven’t been able to find an answer to what’s happening. I thought dynamic shadows where one of the things that are needed to be activated in order for lights to work with lumen to generate GI in real time, but now that they are deactivated from the directional light source, it still seems to have GI.
Can somebody explain what’s happening?

Hi ,
i find really hard to find the perfect fit between illumination settings with the eye adaptation active, have you tryed tweaking the setting of exposure ?

drop in the scene a post process volume and search for the exposure settings

These 2 screenshots were taken without the exposure adaptation. Both have the same values for exposition (both were taken with the same camera actor). The changes in lighting were done exclusively by deactivating the parameter “cast dynamic shadows” in the directional light

Not fully sure but I think that :
is similar to ask to a point light to “not cast shadow” , since unreal just skip the part where check if the light find some obstacles and place direct lights.

Lumen is a full dinamic global illumination or am i wrong?
so asking to not cast dynamic shadow literaly ignore the shadowcasting ?
your render are not just brighter but cleared of shadows?
The shading still is there with calculation of the brightness of the polygons using the normals
so we can still see variance but its not shadow anymore just “shading”?

I thought so, too! But it appears that it’s different. When deactivating “cast static shadows” and/or “cast shadows” in the light, the result is this:


Everything is burned up with the excessive light, because nothing is casting shadows.