Enable on every light source to maintain the "Future" engine's realism.

This adds a soft glow to bright surfaces; keep Threshold high so only the brightest spots glow [1].

Adjust Intensity and Spread to get those cinematic beams through trees or windows. 4. Use "SurfaceAppearance" and PBR

Slightly boost Contrast and Saturation (e.g., 0.1) to make the colors pop.

Lower this slightly (around 2–3) to prevent "washout."

Increase Density (around 0.3) and Haze to create depth and "god rays."

Lighting only looks as good as the surfaces it hits. Use objects on your parts to apply PBR (Physically Based Rendering) textures. This allows materials to have realistic "Roughness" and "Metalness," determining exactly how light bounces off them [2]. 5. Manual Light Placement Don't rely solely on the sun. Place PointLights or SurfaceLights near windows or lamps.

Set this to a very light warm orange/yellow for sun-kissed highlights.