Cinematographer’s Light Units
Technical Reference · v1.2

Cinematographer’s
Light Units Cheat Sheet

Real Photography · Octane Render · Redshift · Unreal Engine 5
Real / Physical Camera
Octane Render
Redshift
Unreal Engine 5
Shared / Universal
UnitSymbolMeasuresReal CameraOctaneRedshiftUnreal 5Notes
CandelacdLuminous intensity in one directionFixture datasheetsSphere/Spot (Power mode)Physical Light (cd)Point, Spot lightsUE5 defaults cd for points/spots; RS Physical Light exposes unit selector
LumenlmTotal luminous flux emittedBulb packagingArea lights (Power)Physical Light (lm)Rect / Area lightsIntegrates intensity over solid angle
LuxlxIlluminance at surface (lm/m²)Light meter readingSky Light / DirectionalFalls off with distance²
Nitcd/m²Luminance — surface brightnessMonitor / display specPhysical Light (nits)Emissive material intensityHDR displays: 400–10,000 nits
Foot-candlefcIlluminance (imperial) lm/ft²Film/TV on-set standard1 fc = 10.764 lux
EV (Exposure Value)EVLog₂ scale of exposureCore camera paramImager exposureCamera EV / f-stop/shutter/ISOPost Process EV100Each +1 EV = 2× brighter
Watt (radiometric)WRadiant power, not perceptualFlash / strobe powerLegacy Power modeScene-relative intensityRenderer "watts" ≠ real watts; scene-relative
Kelvin (CCT)KColor temperature of sourceWB dial, gelsLight color tempLight color temp (K picker)Light color tempUniversal across all four
Light SourceLux at subjectFoot-candlesApprox EV (ISO 100)Color Temp
Direct midday sun100,000 lx9,300 fc15–16 EV5,500–6,500 K
Overcast sky10,000 lx930 fc12–13 EV6,500–7,500 K
Sunrise / Sunset1,000–5,000 lx93–465 fc11–13 EV2,000–3,500 K
Indoor office (fluorescent)300–500 lx28–46 fc9–10 EV4,000–5,000 K
Tungsten work light 500W1,000–5,000 lx @1m93–465 fc2,800–3,200 K
Candlelight10–15 lx~1 fc6–7 EV1,800–2,000 K
Full moon (clear night)0.05–0.1 lx0.005 fc1–3 EV4,100 K
Film set HMI 1.2kW @3m~3,000 lx~279 fc5,600 K
Light TypePower UnitTypical RangeDistributionEquiv. Real SourceNotes
Daylight (Sun)Intensity (relative)1.0 defaultDirectionalDirect sunTurbidity 2–6 for weather states
Area LightPower (W)10–10,000 WLambertianSoftbox / LED panelSize affects softness; supports texture emission
Sphere / PointPower (W)50–5,000 WIsotropicPractical bulbRadius affects shadow softness
Spot LightPower (W)100–5,000 WCone + falloffFresnel / ERS spotSupports IES photometry profile
HDRI EnvironmentIntensity multiplier0.5–4.0Full sphericalReal environment1.0 = physically calibrated if real-world captured
Emissive MaterialTexture Emission power1–10,000+ WSurface normalNeon / screen / LED stripBake into mesh for GI contribution
ParameterOctane DefaultReal Equiv.RangeNotes
F-stop (Aperture)f/2.8f/2.8f/0.9–f/32Affects DOF + exposure
Shutter Speed1/2501/250 sec1–1/4000Affects motion blur + exposure
ISO100ISO 10050–6400+↑ ISO = ↑ noise grain in render
Response (tone map)sRGB linear 1.0Film responseMultiple presetsACES / filmic for cinematic look
White Balance6500 KDaylight WB1000–12000 KMatch to dominant light source
Vignette0.0Lens falloff0–1Subtle 0.1–0.3 for cinema feel
RS Light TypeIntensity UnitTypical RangeDistributionEquiv. Real SourceNotes
Physical LightArea / RectSelectable: W, lm, cd, nits100–10,000 W / 1,000–50,000 lmLambertianSoftbox / LED panelUnit selector in light attributes; physically accurate when set to lm/cd.
Dome LightIBL / SkyExposure (EV) or multiplier0.5–4.0 mult / EV ±3Full sphericalHDRI environmentUse Background Plate for separate BG vs. lighting; portal lights boost interior accuracy
Directional LightSunIntensity (relative)1.0 defaultParallel raysDirect sunlightCombine with RS Sky node or Physical Sky
Point / Spot LightOmni / coneSelectable: W, lm, cd800 cd / 50,000 cd (spot)Isotropic / conePractical bulb / stage spotIES profile supported; Decay Rate: Quadratic = physically correct
Portal LightWindow assistIntensity multiplier1.0 (pass-through)Directional funnelWindow / doorwayGuides dome/sky light inward for faster interior GI convergence
Emissive MaterialRS Light MaterialSelectable: W, lm, cd, nits100–10,000 nits / 500–5,000 WSurface normalNeon / screen / LED stripEnable "Visible in Reflections" and "Affect GI" for full contribution
RS Sun & SkyPhysical atmosphereIntensity + turbidity1.0 sun / turbidity 2–8Rayleigh + Mie scatterOutdoor atmosphereTurbidity 2 = very clear; 8 = heavy haze
ParameterRS DefaultReal Equiv.RangeNotes
F-stop (Aperture)f/5.6f/5.6f/1.0–f/32Physical camera tag in C4D/Maya/Houdini; DOF + exposure
Shutter Speed1/60 sec1/60 sec1–1/8000180° rule: 1/(fps × 2)
ISO100ISO 10050–6400+Raises gain; use Film Grain node to add matching noise
Exposure Compensation0 EVExposure comp dial–5 to +5 EVPost-render EV comp; non-destructive override
White Balance6500 KDaylight1500–12000 KIn RS Camera or Post FX node
Tone MappingPhotographic / ACESFilm responseLinear, Photographic, ACES, ReinhardACES recommended for cinematic; Photographic for commercial product
Vignette0.0Lens falloff0–1In RS Post FX; combine with chromatic aberration for lens feel
UE5 Light TypeIntensity UnitTypical ValueReal Equiv.Notes
Directional LightSun / MoonLux100,000 lx (sun) · 0.1 lx (moon)Direct sunlightLumen + Sky Atmosphere for physical sky
Sky LightAmbient domeLux or EV1–50,000 lxOvercast / HDRI skyCapture scene or HDRI cubemap; recapture when lights change
Point LightPractical / omniCandela800 cd (60W) · 1600 cd (100W)Practical bulbInverse square falloff; adjust Attenuation Radius
Spot LightTheatrical / carCandela2,000–50,000 cdStage spot / headlightInner/Outer cone angles; IES texture supported
Rect LightSoftbox / panelLumen1,000–10,000 lmLED panel / softboxWidth × Height = area; Barn Door angles; source texture supported
Emissive MaterialScreen / neoncd/m² (nits)100–10,000 nitsMonitor / LED stripEnable "Emissive for GI" for Lumen; scale via Emissive Boost
Sky AtmospherePhysical skyManaged by systemDriven by DirectionalRayleigh / Mie scatterAerosol density drives haze; scattering scale for atmosphere thickness
ParamUE5 DefaultReal Equiv.Typical RangeNotes
Auto Exposure MethodManual / Auto HistogramExposure meterHistogram or LuminanceManual = use EV100; Auto = set Min/Max EV
EV1000f/1.0 · 1s · ISO 100–4 to +20Physically calibrated; match to scene lux
ISO (Cine Cam)100ISO 10050–3200CineCamera Actor exposes full lens params
F-stop (Cine Cam)f/5.6f/5.6f/1.4–f/22Controls DOF; sensor size determines CoC
Shutter Speed (Cine Cam)1/24 sec180° rule1/16–1/8000Motion blur follows 180° shutter rule (fps × 2)
White Balance6500 KDaylight1500–15000 KPost Process Volume; tint slider for green/magenta offset
Tone MapperACES filmicFilm/Grade LUTFilmic / custom LUTApply Resolve LUT for match; Film Slope/Toe/Shoulder adjustable
← WARM · 1,000K3,200K5,600K8,000K10,000K+ · COOL →
1,800 KCandlelight
2,400 KIncandescent dim
2,800 KTungsten halogen
3,200 KStudio tungsten standard
3,500 KWarm white LED
4,000 KNeutral / cool white LED
4,300 KHMI partial warm
5,500 KNoon daylight / flash
5,600 KHMI / film daylight std.
6,500 KOvercast sky / D65
7,500 KLight overcast shade
9,000 KOpen shade / deep shadow
10,000+ KClear blue sky zenith
EV ↔ Lux
EV = log₂(Lux / 2.5)
Lux = 2.5 × 2^EV
Assumes reflected-light metering at ISO 100.
Lumen ↔ Candela
lm = cd × Ω (steradians)
Point: lm = cd × 4π ≈ cd × 12.57
Spot: lm = cd × 2π(1 − cos θ)
θ = half-angle of spot cone
Foot-candle ↔ Lux
lx = fc × 10.764
fc = lx ÷ 10.764
100 fc ≈ 1,076 lx. US film/TV uses fc; metric DPs use lux.
Inverse Square Law
E₂ = E₁ × (d₁ / d₂)²

Double distance → ¼ lux
Triple distance → 1/9 lux
Applies in real, Octane, RS (Quadratic), and UE5.
UE5 EV100
EV100 = log₂(N² / t × 100/S)
EV100 = log₂(Lux / 1.2)

Noon sun 100,000 lx → EV100 ≈ 16.4
Use Manual Exposure in Post Process for physical accuracy.
Octane / RS Power → Lux
No direct formula — relative.
Anchor camera EV to real-world
lux reference, scale lights to match.
RS Physical Lights in lm/cd are closer to physical but still require camera calibration.
Direct Noon Sun
EV 15–16
100,000 lx · 5500–6500 K
Overcast Day
EV 12–13
10,000 lx · 6500–7500 K
Sunset / Golden Hour
EV 11–13
2,000–3,500 K · warm orange
Interior Daylight Window
EV 10–12
300–2,000 lx indirect
Bright Office Interior
EV 9–10
300–500 lx · 4000 K fluoro
Restaurant / Bar
EV 7–8
50–100 lx · 2800–3200 K
Candlelit Room
EV 6–7
10–15 lx · 1800 K
City Night Street
EV 4–6
5–20 lx · mixed sources
Moonlit Night
EV 1–3
0.05–0.1 lx · 4100 K
Starlight only
EV −6
0.001 lx
TaskReal CameraOctaneRedshiftUnreal Engine 5
Match exposure to sceneMeter → f-stop / shutter / ISOSet camera EV, scale light PowerSet camera ISO/f-stop or EV comp; use Physical Lights in lm/cdSet EV100 in Post Process; match scene lux
Practical bulb light60W = ~800 lm · 2700 KSphere ~200–800W · 2700 KPoint Light 800 cd or 800 lm · 2700 KPoint Light 800 cd · 2700 K
Simulate noon sunf/16 · 1/250 · ISO 100Daylight Intensity 1.0 · Turbidity 2RS Sun node · Turbidity 2 · Intensity 1.0Directional 100,000 lx · Sky Atmosphere on
Soft fill (4×4 panel)~2,000 lx at 2mArea light 50×50 cm · ~500 WPhysical Area Light 50×50 cm · 3,000–5,000 lmRect Light 100×100 cm · ~3,000 lm
Emissive neonPractical neon 2,000–5,000 cd/m²Emission mat 1,000–5,000 WRS Light Material 2,000–5,000 nits · Affect GI onEmissive 2,000–5,000 nits · GI enabled
Depth of fieldf/1.4 = shallow, f/11 = deepThin Lens f-stop + focal lengthPhysical Camera f-stop + focus distCineCam f-stop + Focus Distance
White balanceKelvin dial or presetWB K in Imager nodeRS Camera WB or Post FX node K valuePost Process → White Balance Temp
IES fixture profileUse real fixture fileIES Photometry in Spot lightIES Profile in Point / Spot light attrsIES Texture in Spot / Point light
Interior GI boostBounce cards / kickersIncrease bounce count; use portal geometryPortal Light at window openings; raise GI bouncesLumen Scene Detail / Quality settings; add Sky Light