Sunrises and sunsets, shall we color grade, alter the star-colour or wait for Volumetric light

A popular Mr Plinket quote, "you didn't notice it, but your brain did",

This is really the icing on the cake, one which they have "done" according to the earlier "pre-alpha" footage,
odyssey-dev-diary-1.jpg


There is a special magic sauce, which is not turned on yet.

Now you might not notice it in thes orbital shots, (which look amazing)

but as we get closer (they still look amazing by the way except for one tiny aspect)

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The star-light is always close to white,
(well the star is blue-white) but the specular highlights are "white", the shadows are always black/grey/white with a tiny hint of star colour,
but it's not blended to the sunset colour.

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And it's not just me, it's everyone...
check out the beautiful screenshots on the steam-community hub.
Glorious white specular highlights, and white lighting everywhere. MUWUHAHAHA
BECAUSE Once you see it, you can't unsee it :D
Apologies.






Now we could "fake" it by altering the colour grading dynamically (aka the colour tint the screen), which the team had implemented years ago for stations and star-colour.
Or they could alter the colour value of the star from the players perspective?
But I think the coloured starlight and coloured atmospheric effect is it's turned off for now.

In some of the pre-alpha shots, it looks like they have a volumetric effect going on, similar to the god-ray shadows in foggy areas like small nebula or asteroid rings, giving an amazing sense of depth to the shots from space, so mountain ranges could catch coloured light and cast coloured "god-rays" that comes over the mountain tops, but have cooler blue atmospheric hues to other parts of the render that have not been affected by the Raliegh/Mie scattering effect from the sunset. It's all in the first dev-diary but not many screenshots "out there" there to go over with a magnifying glass :D. You can see it in the mountain range on the first screenshot from the pre-alpha. There is a single shaft of light coming from the bottom of the V in the hills nearest the sun, just to the left of the center of the image.
Jaw-dropping stuff - seriously. Will we see it? is it just a pre-production glory shot not indicative of the actual game footage? I think it's for real, but it's not turned on.

You can see a lot of the volumetric lighting in odyssey in action already, in and around settlements as we have geometric volumes of shadow and light, not a cheap screenspace god-ray bloom effect that stops working when you turn away from the light source. No, no, no Our devs have put in a crazy thing so when fog/dust will pick up player/ship lights but also cut away a geometric volume of shadow, so there is a stark cut of when dust wanders from the light to the dark areas.
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Why is coloured lighting not turned on?
Now a telling explanation that we see is that Fdev has stuff turned off features as they work around specific issues that could affect or be affected by said feature (however tangential).

So we know they had occlusion issues during the alpha, and even in the latest patch notes for update 3, they are still working on issues things like planes and zones that affect occlusion and not just what to render and what not to render but lighting and shadowing off geometry rendering (terrain, building, and room construction done which is all being done on the fly and populated by the BGS), and Level of Detail Zones (LOD) boundaries of NPC (hair), objects, lockers etc etc.
I'm still running on Ultra, and everything runs smoothly 60fps, but there is also a bit of a stutter/lurch as stuff loads in/our. which is of course determined by the various boundaries of LODing (a single character/object/geometry will have multiple models to switch between to keep the correct Level of Detail - hence LOD)
Which when our dynamically built Settlements have all their LOD/lighting/shadow/Hit-boxes all accounted for and fixed, I assume all the glossy eye candy can be turned back on and actual graphical optimizations of the shaders and drivers can be worked on.

Let's be honest, we have a camera that can zoom in from low orbit hundreds of kilometres away - this has been a "dream" of many of us Old gamers for decades, as we all wondered how-da-FAQ is that going to work - logistically, how many triangles per screen, how do you define your LOD boundaries, when do you cut off information or just the render, when do you stream in more, unload things?
Yeah, odyssey isn't "there" yet, but my god, it's damned fricking close!!!

Light-dependent (not view-dependent) Volumetric lighting is also another "dream" of mine which is clearly being implemented in Odyssey (and I still can't spell that correctly)
These two things are up there with other dreams like light-dependent/view-independent ambient occlusion, ray-tracing and VR
Which are all happening slowly but surely in the real-time rendering world.

So applause all around to the dev-team.
I'm will be cranky until the day I get it "all", but thank you for putting us on that journey.
 
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I think you are right. The ground should be reflecting the red sky, not the type F White light source.
I would have thought that the ground would be reflecting the spectrum of the star with the Mie and Rayleigh scattering subtracted - that is the brightest illumination source after all.

On a similar note: I've seen planetshine rendered in the engine (most noticeable on the darkside of Mitterand Hollow), so some diffuse illumination sources do appear to be included in the rendering.
mitterand_hollow_planet_shine_1.jpg
mitterand_hollow_planet_shine_2.jpg
 
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I was comparing the light of the sun on Earth at sunset. The ambient light and landscape is coloured by the refracted light in the atmosphere, not the colour of the sun. If we see the sun as red, reflections are also red.

In this RL image, the direct reflection shows a sun turned yellow by the atmosphere, and the surrounding landscape is colourised by the refracted light.
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By rights, as most of the blue is removed from the light, you should not be able to make out anything blue, and green will look grey, but we get...
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Vibrant greens!
 
I've noticed the problem is not only the sunset/sunrise, but the light is always defaulting to white F class star light no matter the system star, be it a M, K, or a B, it casts white light on everything, the only exception being if the body is very, very close to the star. I think we all agree a cold M class star should not be casting white light on an atmosphereless body, not even acounting all the variances of colour the tenues atmospheres would subject that redish light through.
Now you can see that's not the case on the screenshots they showed us before the release...

As you can see, perfect red light being cast from this sunset...
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And even some green being casted through this atmosphere to the surface...
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As the OP said something as been turned off, as to why or when will we see it's full implementation, only Frontier knows. As for the foreseable future, get used to see default white light on everything...:cautious:
 
I was comparing the light of the sun on Earth at sunset. The ambient light and landscape is coloured by the refracted light in the atmosphere, not the colour of the sun. If we see the sun as red, reflections are also red.

In this RL image, the direct reflection shows a sun turned yellow by the atmosphere, and the surrounding landscape is colourised by the refracted light.
That RL picture is relying on the reflection of the sky in the water, rather than any illumination from the sky.

Rayleigh scattering would be dominant in that picture: the blues, greens and much of the yellow is scattered into the sky because of the amount of atmosphere the light is having to travel through. With sufficient atmosphere (and small particles in the atmosphere) then even the red can be signifcantly scattered.

What remains is the red component of the sun as direct illumination.
 
Another problem is that the color of terrain haze and sky haze are completely desconnected in most of planets.
 
Agreed, I think it's likely a combination of both problems, the light itself on the landscape as in the OP and (related problem or not) the haze being disconnected. It feels like something broke between alpha and release. Or perhaps the restriction to pinks/purples in alpha hid the problem as the colours were compatible.
 
Agreed, I think it's likely a combination of both problems, the light itself on the landscape as in the OP and (related problem or not) the haze being disconnected. It feels like something broke between alpha and release. Or perhaps the restriction to pinks/purples in alpha hid the problem as the colours were compatible.
The skies tech was not finished for Alpha - so it effectively did not exist except in prototype form.
 
Todays supercruise news announcement:

SUPERCRUISE NEWS #37

Join Bruce & Zac as they discuss Odyssey Update 4, lighting tweaks and more!
 
Todays supercruise news announcement:
Ooh - if you watch it, can you grab the timecode for that part of the discussion. I usually don't have the time to watch it all!
 
For some strange reason I'd never heard of Mr. Plinkett, probably because I didn't like Phantom Menace. That review is some of the best laughs I've had for a long time, and for someone that has spent most of my life in the movie industry I just love some of the more subtle industry related jokes (y)(y) Thanks!
 
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