Author Topic: Lighting the clouds from underneath  (Read 3309 times)

Offline bigben

  • Member
  • *
  • Posts: 2129
  • The Long Stranger rides again
    • Tinkering with Terragen
Re: Lighting the clouds from underneath
« Reply #15 on: July 20, 2014, 10:18:46 PM »
One last tweak. There was no variation in the intensity across the lit areas so I split off a separate adjustment of the mask image and multiplied it by a scalar (the desired luminosity amount) and fed that into the luminosity function.  Works much better on the global city lights image.  Turned the luminosity down to 15 to reduce the glow around the "lights".
To make the circles the final colour adjust of the "craters" setup uses 0 0
« Last Edit: July 20, 2014, 10:52:05 PM by bigben »

Offline AC5LT43R

  • Member
  • *
  • Posts: 40
Re: Lighting the clouds from underneath
« Reply #16 on: July 21, 2014, 09:34:20 AM »
Awesome, thanks!

I've used the same technique (except I haven't used the crater thing just yet) and the ground is lighting the clouds but I don't get any light in the ground. Even when the luminosity is set to 100.

Another method I used (before I read this) was to create 6 pretty large light sources, set the colour of them to R:255 G:000 B:000 and then set the moon colour to R:000 G:000 B:255, turn off the atmosphere and GI, then used Nuke to colour correct them using the RGB channels.

Offline bigben

  • Member
  • *
  • Posts: 2129
  • The Long Stranger rides again
    • Tinkering with Terragen
Re: Lighting the clouds from underneath
« Reply #17 on: July 21, 2014, 10:52:32 PM »
I think this says a lot about TG that you can apply a few basic principles to some real world data in a default TGD and get some very realistic effects (the lighting on the clouds, not my crude city lights)

 

anything