Unreal Engine 4.27 Pathtracing - Noon and Evening (2021)

Thanks to the gorgeous log cabin scene made by Gabro Media, I've been inspired to take the Pathtracer in Unreal Engine 4.27 for a spin.
https://www.unrealengine.com/marketplace/en-US/product/log-cabin

For both scenarios, I kept the lighting setup as simple and as photographic as possible. The only light is the sun + sky system with the source angle set to about 30 degrees for evening (10 degrees for noon) on the sun to diffuse and soften the shadows to simulate diffusion on the glass. The skylight is sampling the physical sky system. All reflections and refractions are fully raytraced.

For the fire in the stove, there was an existing emissive material on some cards but it wasn't bright enough for physically correct values. I multiplied the material with a BlackBody node set to 1800K, then multiplied that by ~1000 to get it to the intensity I wanted it to be for the scene. No additional lighting required!

The interior exposure is set at EV 7 and the exterior is around EV 12. 35mm focal length at F1.4.

16,384 total samples (128 x 128 in temporal/ spatial samples for output) with all the bells and whistles turned up. Takes about 40 minutes using an RTX 3090.

There's something very cool about being able to achieve 80% of what Blender Cycles can do right inside of Unreal without needing to round-trip between the two.

Now if only we could render this in real time...