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Lighting standards for underground objects

Started by jamespetts, August 16, 2015, 09:40:29 AM

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jamespetts

Now that we have an allow_underground parameter that means that certain things can only be built underground, is it worth considering a revised lighting standard for rendering such objects? Normal objects, which appear above ground, have a simulated sun in their lighting setup in Blender, which makes one direction much lighter than another.

In principle, this should not apply to underground objects, such as underground signals and even depots. Should we adopt a flat lighting setup for these objects, perhaps allowing for bespoke local lighting to simulate light sources in the object itself? Or is the difficulty that the vehicles will remain lit in daylight making the whole thing look odd?
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kierongreen

QuoteOr is the difficulty that the vehicles will remain lit in daylight making the whole thing look odd?
Correct! Simulating different lighting sources is really beyond the capability of the graphics engine, so I'd just stick with what we have.

jamespetts

Very well - that makes things simpler at least, although a sunlit underground signalling cabin looks a tad odd.
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Vladki

What about using night colors for objects that are underground.  Would it be possible in sliced mode?

kierongreen

Quote from: Vladki on August 23, 2015, 09:18:57 AM
What about using night colors for objects that are underground.  Would it be possible in sliced mode?
The thought had crossed my mind - however sliced mode is a problem, as is lighting within stations which are usually well lit so would probably look better with daylight images, so what happens to vehicles which are half in a station...