I’ve made an archviz scene using Lumen in UE5 and wanted to render high-quality still images.
Using High-Resolution Screenshot works at 1.0 multiplier, but as soon as I crank it up to 1 or more, the Global Illumination recalculates at the exact time the screenshot is taken, resulting in an overly bright render that is unusable.
So I tried using the sequencer or the Movie Render Queue, but it’s worse: the renders are always much too bright, and resemble nothing that can be seen in the viewport preview (whether in cinematic viewport, or w
hile piloting the camera). I tried turning down the exposure in both the camera settings and postprocess settings to no avail: it’s either too dark and washed out or too bright and overexposed.
I attached an example render to illustrate.
Edit : I fixed it. Problem was not about exposure. It was due to my multiple directional lights in the scene. I had multiple viewpoints with different lighting setups in the same level but I thought disabling the lights would work. Apparently not.
Then I had quite a lot of trouble with the MRQ (namely, GPU timeout even with a TDR delay of 120, GPU hardware blocked by Windows and temporal samples and camera shutter angle/motion blur conflicts) but managed to render 4k images in all cameras but one (I couldn’t figure that one out).
But that still counts as a success to me!