Hello all.
This is a baked lighting exercise using Unreal Engine 5.2
I used this free asset from megascans
https://www.unrealengine.com/marketplace/en-US/product/c26355353df843289701d632508d4fb0
I gathered references using ShotDeck and PureRef to create my mood board.
For the lighting i went for a saturated sunset.
I started with the skylight (Static) using an HDRI from Poly Haven, tweaking the intensity and baking, until i was happy with the indirect lighting.
Then i placed a directional light (Stationary) , i used temperature and set it really low, to get the nice orange-yellow tint i wanted , and again i baked and tested the intensity several times until i was happy with my Key light.
I then used several area lights set to Stationary and placed them in the scene especially outside the windows and openings, to mimic the godrays effect and warm up the feel a little bit.
Afterwards i set up my Exponential Height For with volumetrics turned on, and tweaked it until i felt it matches with the general ambience of the LDR on the skymesh.
When i was satisfied with the overall feel and look of the scene, i placed a Post process volume. I used only one , so that i could art direct the whole scene in one take.
I then placed cinematic cameras, and tweaked the post process settings in each one independently until they all look balanced together.
I rendered everything with Movie Render Queue
I did not use any post work, everything is straight from Unreal Engine
Thank you
Rendered 4K Video