In rural areas, outside of cities, most roads IRL do not have street lights except near intersections and cloverleafs for the most part. Even the major interstate highways going through rural areas do not have street lights. These street lights should be removed from rural areas.

I was flying around Spitzkoppe in the Namib desert (a mountainous formation) yesterday and changed the time of day to night. A dirt road out in the desert was lit up like a super highway. It ruined the night experience in this remote location, but these kind of things will be hard to AI away.


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I agree that the car headlights are not bright enough too. In general, light brightness is represented a little weird in certain places. Like many light sources in the game look way brighter from further away than close up. (lights on the planes and landing lights especially.)

The night lighting in remote areas is a little funny. The ground surrounding points of light is lit for an extended distance, even if there are no lights. This works in a city, but looks strange around small towns or lonely roads in, e.g., the deserts of the southwestern US.

This problem is caused by limited road information in OSM data which is used by MSFS. To create street lighting you just need to assign lighting to the different OSM street types. There are more than 10 oad types, so you can assign different lighting effects for different road types. Unfortunately the same road types can exist in urban and rural areas. In order to get around this you have to have some method of differentiating roads in rural vs urban areas. Unfortunately OSM data does not have enough information to make this distinction possible.

Does the OSM data contain information on the amount of traffic on said roads, like how many vehicles traverse the roads in a given day? If so, could the amount of traffic on the roads be used to determine whether or not the roads should have street lights?

As far as I know OSM has no data about traffic, just road type. Any sort of mask would require the ability to easily identify an urban vs a rural area, which would be difficult to do. The closest OSM gets is suburb, you would then have to manually classify suburbs into rural or urban, then use logic to exclude street lighting from roads in rural suburbs. Problem is not all areas are desinated as suburbs or have an area you could use for this purpose.

People might think Asobo have invented something new with scenery design, but there were already instructions out there how to create photo realistic scenery from Bing (or Google images), create lit streets at night using OSM road data, create houses based on either Bing images or OSM actual house sizes and populate trees into areas based on OSM data or Bing imagery. I had already done this for Aerofly FS2 which is why I recognise the same problems that I had encountered, also appear in MSFS. Like lit streets in rural areas. Asobo just do it so much better, so much quicker, live stream it, for everywhere. This is quite an achievement for even small areas, let alone for the whole planet.

-night-lighting-after-patch-5/310086/181 (He describes a way that could be used to filter out rural roads and secondary network infrastructure by implementing an inverted Black Marble NASA imagery filter (the same used for the sepia night filter for cities by Asobo), over the OSM vector data)

Street lights have covers over them!!! They light up the road not the sky! Tone the ufo orbs down and increase luminance of the road would be so much better! The road should be bright and visible vs the orbs

Can anyone help me improve the lighting of this scene ? I'm running this on an almost 10 year old pc so stuff like raytracing is out of my options. I know that in real life there is some sort of light pollution so things shouldn't be completely dark in some area but I'm not sure what is the way of approaching that. So, in short, how do I make the lighting better?

The location we have has orange street lights and I'm not sure of the best way to deal with them or how to increase the light effectively to make sure the actors can be seen but so that it doesn't look false.

You won't be able to change the colour of sodium street lights because they only emit a single wave length. The common way is to gel your film lights to match the sodium's colour, but not colour correcting later.

These usually give better looking flesh tones than the straight sodium. I rather like using bastard amber (chrome orange is another), but there are other options depending on how yellow the street lights are.

Rosco has similar gels for converting Tungsten sources to Sodium vapor, 3150 and 3152 (less green). But it does come at a price, transmission is 38 and 29% respectively. That essentially rules out using most of your available lights for anything but fill.

I'm new to lighting so my method is not going to be the best. But the best way to learn is to get involved:) If you are going for the cold dark look Could you just increase the gain or ISO on your camera and perhaps use reflectors to direct the street light to the actors faces and bodies?

Especially if your in an environment were the main source of light is coming from nearly 4 meters high up. Unless you have a very tall stand for your lights. But if you reflect the light it wont look like a new light source but a small reflection. But that would probably only work well if you do want the dark creepy street look.

One solution would be to rig a couple of the red heads to the lamp post pointing down (gelled with your sodium vapor combo of choice). Hard top light could be suitable for a gritty stabbing scene and that should give you enough light to shoot at a lower iso. Then just fill in the eyes for close ups with some units from the ground.

Note - If you're inexperienced at rigging there are potential dangers involved with putting heavy electrified metal objects over actors heads - ideally find an experienced grip to help. Make sure the light are secured and and have a secondary safety line in case the first point comes loose.

Also, it's your choice but do you really want to neutralize the orange - strange colors can be fun at night - you could even introduce a little blue 'moonlight' if you want to play with color contrast.

The biggest problem I see with your stills is that there doesn't appear to be a lot of light in the deep background. You may want to throw some dedos far back in the frame so you're not just shooting heads against blackness.

You cannot call any event in the level blueprint from outside. So you have to either do the day/night change inside the level blueprint or create a light manager class inside the level which is storing references of all lights in an exposed array. You can then just get a reference from wherever you do your day/night calculation to that actor and let the actor handle the light off/on switching.

I would assume your streetlight point lights/spot lights are a part of a BP actor, for example a bp_streetlight actor. Just create a function in the BP class to turn lights on and off, and have the game mode (or whatever keeps track of day/night) send an interface call when the lights should be turned on or off.

I have seen in other reviews too, that in spite of the GN2 sensor having the largest dynamic range, night lights are frequently blown out.

The final pics are not so good in spite of having a sensor that is 5 times the size of pixel 5 or iphone 12.

With the Mi 11 Ultra I see:

# Photos look a bit bleaker/flatter/duller/hazy (lacks the pop)

# Colors such as red, yellow, blue are off many times.

# Night lighting in streets, neon signs get blown out easily.

# Details are softer (esp. at night and even in the day).

# Sometimes there is a heavy yellow tint/cast on night photos looking artificially bright.

# Camera snapping animations are laggy.

Pixel's photo and video improvements aren't in the same vein as others, where they tend to focus on usability and versatility. if you aren't actively using them like astrophotography, portrait night sight, audio zoom, cinematic pan, or unlimited storage on google photos, then it may not be worth it to upgrade to another Pixel.

It is like a 'one trick pony', but that trick is so good, the 5 secs 'night sight' shot.

It nails it every time in details and exposure (though a bit over bright for the night, I'd like night to look like night). 2351a5e196

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