Comment by conartist6
1 day ago
I love the idea, but it feels very un-serious as an attempt to educate people or reduce light pollution, which makes me very sad as someone who cares about reducing light pollution :'(
Why can't I create any light pollution no matter what I do? The stars wink out when the light pollution is 1000x less bright than the stars. It just feels completely disconnected from what I know light pollution feels like.
If I may make a technical suggestion, accurately representing the "qualia" of what both the presence and absence of colorful light feels like on a monitor requires compressing the color space a bit. Take a gander at this: https://brandonli.net/spectra/doc/
I suspect that another part of it is that you're accounting for the effect of the lights in the scene on the sky, but very few of the lights involved in light pollution will be lights that you can directly see -- the only evidence they exist will be from their upward scattering.
So here's the suggestion: there should be a "number of upward lights" slider which should influence an atmospheric light haze shader which, like real light pollution is brightest near the horizon. Then you could use a relatively real stellar skymap and give a sense of what it feels like to lose sight of the heavens, which is a kind of shocking thing to see, as well as what it might take to fix it.
That's the real good proposal. I must admit, my focus was on the street lights, which in general are already almost good, compared to what you mention Thanks a lot
Yeah the streetlights are great with that sodium carbide feeling. Having the sodium carbide horizon blend in with the sodium carbide buildings and trees and lamps will really sell the effect
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