thanks for the reply cinemyscope. I have taken a look at your render samples on the previous thread you linked. In short I use the iClone render for pre-vis of shots and animation, then iRay is just for final lighting look reference frames. Unreal is new for me, so I will dive into some research on lighting in Unreal from iClone Live Link files. With all the cool software marketing, Unreal and Reallusion show super-pro stills and animation clips but I want to see the project files that they were created from to fully understand the model, material and lighting set-up. Consistency of pipeline. Show and Tell from in-house experts from Reallusion and Unreal going over the set-up of the demo files would be a start.
Yes, in iClone even with iRay, the renders the results are higher in contrast than I would like. (I notice that you had a refund which, if you are getting better results in Unreal, so I understand why you were frustrated with it).
However, I just discovered a recent tutorial which goes into detail about SSS settings and Micro-Normal textures.
iClone 7.8 & CC 3.3 Tutorial Intro to SSS Shader
https://youtube.com/watch?v0Ywg5BmwvGO8Here are two demo files of characters in CC3 with SSS and dome lighting which render out well in iRay. Curious to see a user demo these DH.Male character demo files in Unreal and compare rendering results side by side. Transferring lighting as well.

This image is from the DH.Male demo file rendered with only 330 iterations. Demo lighting set-up.

This image is rendered with 244 iterations. (Low-res mesh for the T-shirt), so just focusing on the face/head. Lighting is Venice Sunrise set-up in Light Studio (basically a cool blue sunrise IBL image).
It all depends on the final look users are going for but I agree, it would be good to see more HDR capability to get the detail back from the shadows (see the nostril and chin line in the first image).
For stills, CC3 and iClone is getting better. I will have to experiment more with some render settings to see if I can get more super realistic results, now the CC3.3 and SkinGen with
Eye Occlusion and
Tear Line have been released. I like the
Material Render and
AO feature for stills but it is going to be post-work in Photoshop and post colour grading until iRay is improved.
Lighting is Key to all realistic 3D work.Lighting can take a while to master. I also purchased the Light Studio bundle, so with some softbox lighting, GI and 4K HDR combinations, I am achieving better results.
There are some challenges for sure but as always with VFX and 3D animation, it takes time..... and mastering of lighting techniques to perfect..... and even more post-processing with LUTs or colour grading options to make the pro-renders you can expect from Maya or similar you see on Artstation. For now I will stick with iRay and CC3 for creating characters and focus on perfecting lighting.
I would like to see a S-LOG type render setting for iRay so the final grading has more HDR to play with, especially in the shadow areas. So will have to see what the Dev Team can come up with as far as pro-render settings.
Cineon with Alpha, 10bit and 12bit options would be a plus for sure. If RL are offering the iRay to compete with the output of Maya there will have to be improvements.
Thanks for the computer tip as well. Mandalorian is a great looking, cinematic experience. ILM have access to all the toys.
The render quality of Unreal 5 looks promising too.
With all this advancement, it will be interesting to see the levels of quality improve but I am holding off on investing in even more
quick-to-be-outdated hardware until quantum computing is affordable.
Europafilms - Creative Studio