   night lighting
  Im wanting to give the impression that my scene is occurring at night.Ive triedA/ turn off shadowsB/ let the scene be lit from a bluish main light ~(0.3,0.3,0.5)though this hasnt resulted in the visual result Im wanting, does anyone else have any ideas?ta zed   
  1. strong & lightly cold blue main light2. low ambient lightning (some worm color will work nicely)3. lots of glowing lights (can be fake lights ie. only halo)4. lots of specular high lights (shinny things look nice in low lightning)   (wet asphalt is good source for specular highlights)5. keep shadows on. But try to limit shadow range (decay in lights to linear)6. in outdoors use some ground haze/fog to create dream like fealing.7. Try to keep saturation at low level. (it`s realy hard to see strong colors at night :) )7. Google pictures of "night" for reference/Tyrian   ;  Can you find any pics that are similar to the exact effect you're wanting to achieve? There's little I can suggest if I don't know what you're looking for. "Occurring at night" simply isn't descriptive enough, we don't know how realistic you want it to be or whatever.   ;  I found that a dark blue ambient light and a off-white main light source worked better than just a bluish main light.Other ideas would be some slight colour desaturation and possibly some subtle fog. Light shafts and other flares from light sources are good too.   ;  ... much better make a scotopic tone mapping model part of your pipeline. Looks much better than a blue color. This way you get the real color if a dynamic light lights the texture and the blue-ish/grey-ish color with less detail based on the luminance of the pixel. What you do is measure the luminance of each pixel and then you apply the blue-ish / grey-ish color.   ;  see my latest journal entry for what I have at the moment (the sun,moon at the bottom shows the time of day)obviously needs some major repairs.thanks for the details wolf I'll experiment with that, though yours + OrangyTang suggestions will require a slight reworking of my pipeline which originally I wasnt wanting to do due to the performance hit / hardware issues.Though I should man up + just do it perhaps it wont be as bad as I fear.   ;  Just had a quick look at your screenshots.  You really will need more than one light source to get good night lighting.  I've gotten great results with a blue directional light providing ambient and lots of lights illuminating points of interest.So maybe you could have little fires out the front of houses, torches for armies, etc.   ;  Three papers come to mind:Night Rendering [pdf] (Jensen et al.)A Physically-Based Nightsky Model [pdf] (Jensen et al.)A Spatial  Post-Processing Algorithm for Images of Night Scenes (Thompson, Shirley, Ferwerda)Even if you are not going to implement those techniques, they provide highly valuable information on what makes up a rendering of a night scene; realistic synthesization of night scenes is not only shutting down the light and adding a blue shift ;)   