Light Levels

10scenarios
ScenarioIlluminance (lux)≈ EV₁₀₀
Direct summer sun50,000 – 100,000
Full daylight, indirect10,000 – 25,000
Overcast day1,000 – 2,000
Sunrise / sunset (clear)300 – 500
Bright office / studio300 – 500
Living room, evening50 – 150
Street lighting5 – 30
Twilight1 – 10
Full moon, clear night0.05 – 0.3
Starlight only0.001 – 0.002
Luminance references (what things emit)cd/m² (nits)
Sun disc (never point a render camera at it unfiltered)≈ 1.6 × 10⁹
Clear daytime sky (away from sun)≈ 3,000 – 8,000
Overcast sky≈ 1,000 – 2,000
Full moon disc≈ 2,500
HDR mastering monitor peak1,000 / 4,000
SDR reference monitor (100% white)100
Cinema screen (SDR projection)≈ 48
Practical light sources (what fixtures put out)Luminous flux
Candle flame≈ 12 lm (≈ 1 cd)
Household LED bulb (60 W-equivalent)≈ 800 lm
Bright household bulb (100 W-equivalent)≈ 1,600 lm
Practical car headlight (low beam, per side)≈ 1,000 – 1,500 lm
1K tungsten fresnel≈ 20,000 lm
ARRI SkyPanel S60-class LED panel≈ 30,000 lm
4K HMI≈ 300,000 lm

Sun-to-moon is a ~19-stop range — if your night exterior only drops 4 stops from your day setup, it will read as dusk. Renderers with physical units handle this when exposure is set in real EV.

Rules of thumb: sunny-16 (EV₁₀₀ ≈ 15 in direct sun); each halving of light = −1 EV; lux from a point source falls off with 1/distance². Physical-light workflow: set fixtures in lumens/candela, set camera exposure in EV from the table above, and the image lands where reality would.

Pair with the exposure-stops calculator to convert an EV difference into a light-intensity multiplier.

EV at ISO 100 ≈ log₂(lux / 2.5) · illuminance ranges are typical field values