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Comment by conartist6

1 day ago

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

    • Yup, so actually my take as well is, the scene itself is imperfect, i took some known and easy to implement one. So some scene, where some high building is illuminated up, would be desirable...