Rombo Sky

Rombo Sky is a sophisticated background volumetric rendering system designed to create physically-based atmospheric effects with a focus on realistic cloud formation and lighting. At its core, it uses ray marching techniques to simulate both single-scattering volumetric clouds and atmospheric phenomena like Rayleigh and Mie scattering.

The renderer's key strength lies in its physically-based approach to light transport and its highly modular architecture. For clouds, it employs a volumetric ray marching algorithm that accurately simulates how light interacts with cloud particles, creating effects like silver linings and realistic self-shadowing. What makes this system particularly powerful is its flexible architecture - the ray marching engine is designed as a generic volumetric renderer that can accept any custom noise function or shader plugged into the cloud stack. This means users can define their own volumetric density functions, creating anything from classic cumulus clouds to entirely custom atmospheric effects, all while benefiting from the physically-based light transport system.

The atmosphere is modeled using combined Rayleigh-Mie scattering, which accurately reproduces phenomena from the deep blue of a clear sky to the warm colors of sunset. The system also features a comprehensive volumetric fog system that not only creates depth in the scene but also interacts with clouds to cast volumetric shadows, producing effects like god rays when the sun is partially obscured.

What sets this renderer apart is its unified approach to atmospheric effects and its extensibility. The modular architecture allows for continuous expansion of atmospheric phenomena beyond the core feature set. Additional effects such as solar turbulence, auroras, stars, sun pillars, and other atmospheric phenomena can be seamlessly integrated into the rendering pipeline. Rather than treating clouds, sky, and fog as separate elements, it handles them as an integrated system where each component affects the others, while allowing users to not only plug in custom volumetric definitions but also add entirely new atmospheric effects.

This flexibility, combined with physically accurate light transport, means the system can render anything from realistic atmospheric conditions to completely imagined volumetric environments. This is particularly evident in how cloud shadows affect atmospheric scattering and how the time of day naturally influences all atmospheric elements. The system even supports both solar and lunar lighting modes, making it capable of rendering convincing scenes from bright daylight to moody night skies, with the ability to continuously expand its repertoire of atmospheric phenomena through its modular design.

Atmosphere Parameters

Rayleigh
(RGB: 0.27, 0.5, 1.0)
Controls color components of Rayleigh scattering. Rayleigh scattering is the physical phenomenon responsible for the scattering of light by particles much smaller than the wavelength of the light. It explains why the sky appears blue during the day and red or orange during sunrise and sunset. The scattering intensity is inversely proportional to the fourth power of the wavelength, meaning shorter wavelengths (blue) scatter more than longer wavelengths (red). This effect plays a critical role in atmospheric rendering, creating realistic gradients of color and light based on the viewer's perspective and atmospheric conditions. With different color than the default you can create alien skies. While tweaking the color eventually check how it behaves during sunset/sunrise, - it might have a great impact on those. If you want just a more vivid sky color, darker or brighter, use the Color Correction settings.
Color components affect:
  • Red (0.27): Sunrise/sunset colors
  • Green (0.5): Midday sky tint
  • Blue (1.0): Overall sky color
Time of day considerations:
  • Dawn/Dusk: Increase red component
  • Midday: Standard values
  • Overcast: Reduce all components equally

Atmospheric Scattering

Mie
(0.0+, soft: 0.01-5.0)
Controls Mie scattering intensity in the atmosphere. Mie scattering describes the scattering of light by particles comparable in size to the light's wavelength, such as water droplets, dust, or aerosols in the atmosphere. Unlike Rayleigh scattering, Mie scattering is not strongly wavelength-dependent, resulting in less color variation and producing a more uniform, hazy effect. It is responsible for phenomena like the white glare around the sun and the diffuse brightness of fog or mist. Mie scattering plays a vital role in rendering realistic atmospheric effects, such as soft shadows, halos, and the muted tones of overcast skies.
Effects at different values:
  • Low (0.01-0.1): Clear sky, sharp sun disk
  • Medium (0.1-1.0): Natural haze, soft sun disk
  • High (1.0-5.0): Heavy atmospheric scattering
Works with:
  • sunSize for apparent sun disk size
  • fogBrightness for horizon appearance
  • sunInscatter for overall atmospheric glow

Atmospheric Effects

Fog Brightness
(0.0-10.0, soft: 0.0001-2.0)
Controls atmospheric fog intensity. Atmospheric fog refers to the concentration of particles like water droplets, dust, or aerosols suspended in the atmosphere, which interact with light to create various visual effects. Higher fog density scatters more light, resulting in reduced visibility, muted colors, and a softer, diffused appearance of objects and the horizon. Conversely, lower fog density allows for sharper contrasts and clearer views of distant objects. Fog density often varies with altitude, weather conditions, and time of day, significantly influencing the overall mood and realism of atmospheric rendering in visual simulations
Key effects:
  • Affects distance visibility falloff
  • Creates volumetric shadows from clouds
  • Enhances sunrise/sunset effects
Important interactions:
  • With fogDensity: Controls god-ray intensity
  • With skyMie: Affects overall atmospheric density
  • With cloud shadows: Determines shadow projection
Fog Density
(0.0+, soft: 0-0.1)
Controls atmospheric density for light shafts and god rays.
Key effects:
  • God-ray intensity and spread
  • Volumetric shadow strength
  • Atmospheric scattering density

Cloud Parameters

Basic Cloud Control

Opacity
(0.0-1.0)
Master control for cloud opacity. Acts as a global multiplier for cloud density. Use this as your primary control for overall cloud presence.
Key interactions:
  • When approaching 1.0, ensure cloudsDensity is appropriately low
  • Works in conjunction with cloudsDensity - adjust layer first for broad control
  • Affects overall scene exposure and light transmission

Cloud Structure

Height
(100-15000, soft: 500-15000)
Base height of cloud layer in world units. Different heights create distinct cloud types.
Typical values for different cloud types:
  • 1000-2000: Low-lying stratus clouds
  • 2000-6000: Typical cumulus clouds
  • 6000-10000: High-altitude cirrus
Key interactions:
  • With fogDensity: Higher clouds show more pronounced atmospheric scattering
  • With groundHline: Affects shadow projection and ground interaction
  • With cloudsDensity: Height affects light penetration characteristics
Thickness
(100-10000, soft: 100-3000)
Vertical extent of cloud layer. Controls the volumetric depth of clouds.
Key interactions:
  • With cloudsDensity: Thicker clouds need lower density to maintain realism
  • With fogDensity: Affects light penetration through cloud layers
  • With sampling parameters: Higher thickness requires more samples
  • With volumetric shadows: Thicker clouds cast more defined shadows
Density
(0.0-1.0, soft: 0.001-0.1)
Internal density of cloud volumes. Critical parameter for cloud appearance.
Key interactions:
  • With layer: Combined effect determines final cloud opacity
  • With cloudsThickness: Thicker clouds need lower density
  • With scattering parameters: Higher density emphasizes scattering effects
  • With sunInscatter: Denser clouds create more pronounced silver linings
Recommended workflow: Set layer to 1.0, then adjust cloudsDensity for desired detail.

Cloud Scattering

Phase Forward
(0.0-0.99)
Phase Backward
(-0.99-0.0)
Controls anisotropic scattering behavior in clouds. Anisotropic scattering in clouds refers to the directional dependency of light scattering caused by water droplets or ice crystals within the cloud. Unlike isotropic scattering, which scatters light equally in all directions, anisotropic scattering tends to favor specific directions. For example, forward scattering dominates in clouds, meaning more light is scattered in the direction of the incoming light. This behavior creates phenomena like the bright glow around the sun when viewed through thin clouds or the soft halo effect in thicker cloud layers.
Recommended combinations:
  • Realistic cumulus: forward ≈ 0.8, backward ≈ -0.5
  • Wispy cirrus: forward ≈ 0.95, backward ≈ -0.2
  • Stormy clouds: forward ≈ 0.7, backward ≈ -0.7
Works with:
  • sunRadiance for overall brightness
  • sunInscatter for edge lighting
  • cloudsDensity for scattering intensity

Cloud Detail

XYZ Scale
Vector3
3D scaling for noise field. Controls cloud shape and distribution.
Common configurations:
  • Stretched stratus: (2.0, 0.5, 2.0)
  • Puffy cumulus: (1.0, 1.0, 1.0)
  • Streaky cirrus: (3.0, 0.3, 1.0)
Trick:
  • Reducing Y (>0.86) increases rendering speed
Frequency
(soft: 0.0005-1.0)
Controls noise detail level and cloud turbulence.
Key interactions:
  • With cloudsXYZScale: Together determine cloud shape complexity
  • With sampling parameters: Higher detail needs more samples
  • With animation: Higher values may create more noticeable temporal noise

Sun Parameters

Solar Disk

Size
(0.1+, soft: 0.5-3.0)
Controls apparent sun disk size in the sky.
Works with:
  • sunBrightness: Together determine core brightness
  • sunLimbdarkening: Affects edge appearance
  • skyMie: Influences apparent size through atmosphere
Brightness
(0.0+, soft: 0.1-5.0)
Controls solar core intensity and brightness distribution.
Best practices:
  • Higher spots need larger sizes for realism
  • Balance with sunLimbDarkening for natural look
  • Adjust with sunInscatter for final brightness
  • Shadow contrast
Limb Darkening
(0.0-1.0)
Controls the darkening of the sun's edges for realistic appearance. Limb darkening is an optical effect observed in stars, including the Sun, where the edges (or "limbs") of the star appear dimmer than the center when viewed directly. This phenomenon occurs because light from the center of the star originates from deeper, hotter layers, while light from the edges comes from shallower, cooler layers of the stellar atmosphere.
Effect levels:
  • 0.0: Uniform brightness
  • 0.5: Natural solar appearance
  • 1.0: Maximum edge darkening

Solar Effects

Inscatter
(0.0+, soft: 0.1-5.0)
Controls overall sky brightness. What the camera directly sees.
Affects:
  • Overall sky exposure
  • Sun glow size and intensity
  • Overall atmospheric brightness
Radiance
(0.0+, soft: 0.1-5.0)
Controls the amount of global illumination from the sky on the scene, ie. how the rest of the scene is illuminated. If camera or objects animation a parameter to tweak in tandem is ISquality under Settings.
Global effects on:
  • Scene indirect illumination
  • Overall scene brightness
  • Importance sampling environment

Sun Positioning

Vector
Vector3
Directional vector for sun position. Here one can use a posLatLong node to arbitrarly position the Sun in the sky. By using instead a dedicated posSun node, the Sun will be positioned regarding day time and latitude and longitude world coordinates. Algorithm used has precision +- 1 degree, to precisely simulate real-life Sun position.
Affects:
  • Time of day lighting
  • Shadow direction and length
  • Atmospheric color through scattering
Usage:
  • Plug romboSkyPosSun node to position sun based on time
  • Use romboSkyPosLatLong to arbitrary position sun
  • At 0 1 0 sun is at zenith
Night Time
boolean
Toggles between Sun and Moon rendering modes. When Night Time is On, Sky Addin 0 slot is reserved to the Moon node. In this way the Moon will scatter its reflected light into the atmosphere. When Off the Moon will still be visible in the sky but it won't illuminate it as it happens in daylight conditions where the Sun light is predominant.
Changes:
  • Scattering intensities
  • Light source size
  • Color temperature
Usage:
  • Plug romboSkyMoon into Sky Addin0 slot
  • Position sun and moon with appropriate nodes

Sampling Quality

Ray Marching Settings

Ray marching is a rendering technique used to calculate light interactions as a ray travels through a medium, such as fog, smoke, or clouds. Unlike traditional ray tracing, which computes intersections with geometric surfaces, ray marching samples along the ray's path at regular intervals to evaluate how the medium affects light scattering, absorption, and transmission.

Clouds
(1+, soft: 1-64)
Controls cloud volume sampling quality.
Critical interactions:
  • With cloudsThickness: Thicker clouds need more samples
  • With cloudsDensity: Denser clouds need more samples
  • With cloudsFrequency: Detailed clouds need more samples
Light
(1+, soft: 1-64)
Controls light scattering quality within volumes.
Affects:
  • Silver lining quality
  • Shadow softness
  • Cloud illumination detail
Shadows
(1+, soft: 1-32)
Controls shadow ray quality and softness.
Key effects:
  • Cloud shadow definition
  • God-ray quality
  • Ground shadow detail
Volume
(1+, soft: 1-64)
Controls atmospheric volume sampling quality.
Important for:
  • Fog quality
  • Atmospheric scattering detail
  • Volumetric shadow quality
Stochastic
boolean
Enables stochastic sampling (default). When disabled, the entire ray-marching process is repeated at each Arnold AA sample and that is useful only when rendering the sky alone with a single AA sample. When enabled instead, the ray marching is decoupled on samples and converges the same way as Arnold sampling. Consequently, as the Arnold AA samples increase, the corresponding sampling parameters for ray marching can be lowered. Additionally, since ray marching simulates only single scattering, it’s recommended to keep the sampling parameters low while increasing Arnold's global AA for achieving brighter, whiter clouds.
Benefits:
  • Copes great with Arnold global AA settings
  • Converges as path tracing does
  • Faster passes for more interactivity

Ground Parameters

Color
RGB
Base color for the ground plane.
Affects:
  • Horizon appearance
Blur
(0.0-10.0, soft: 0.0-2.0)
Controls horizon blur amount.
Works with:
  • groundHline for horizon definition
Horizon Line
(0.0+, soft: 0.0-0.1)
Controls horizon line height.
Critical for:
  • Ground plane elevation
  • Cloud height reference

Animation Parameters

Time
(soft: 1-1000)
Controls global animation timeline. This value is broadcasted to Clouds and some Addins and SunEFXs.
Affects:
  • Cloud noise evolution
  • Any time-based effect
Speed
(0.001+, soft: 0.001-1.0)
Controls cloud animation rate.
Considerations:
  • Affects cloud noise evolution

Color Correction

Exposure
(soft: -1.0-2.0)
Controls overall exposure adjustment.
Primary interaction with:
  • Sun Inscatter for overall sky brightness
  • Fog Brightness for atmospheric exposure
  • Contrast for final look
Filmic
(0.0-1.0)
Controls filmic tone mapping intensity.
Affects:
  • Highlight rolloff
  • Shadow detail
  • Overall contrast
Contrast
(0.0-3.0, soft: 0.01-1.5)
Controls image contrast.
Works with:
  • Filmic for tone mapping
  • Exposure for overall look
  • Vibrance for color impact
Vibrance
(0.0-10.0, soft: 0.0-5.0)
Controls color saturation enhancement.
Consider with:
  • skyRayleigh for atmospheric color
  • sunRadiance for light color
  • ccContrast for overall impact
Ambient
(0.0-5.0, soft: 0.1-3.0)
Controls ambient light intensity.
Affects:
  • Shadow detail and fill
  • Overall atmospheric ambient light
Balance with:
  • Direct sun lighting
  • Cloud shadow density
  • Overall scene exposure

Technical Parameters

IS Quality
(0.1-4.0, soft: 0.1-2.0)
Controls the importance sampling quality for environment maps. During the initial rendering phase, Arnold uses importance sampling to process the environment map. Lowering this parameter can make the process faster and more interactive, especially when there is no animation or no reflections near the camera. However, if the resolution in the Arnold skydome settings is increased and this parameter remains at 1.0, the pre-processing time can become significantly longer, as Arnold will sample the entire sky hemisphere rather than just the portion visible to the camera. Note that due to certain Arnold limitations, you cannot interrupt the pre-processing phase or monitor its progress.
Quality levels:
  • 0.1-0.25: Fast preview quality
  • 0.5-0.75: Production quality
  • 0.75-1.0: Full quality
Affects:
  • Global illumination on scene
  • Reflections on scene objects
  • Overall flickering from GI
verbosity
(0+, soft: 0-4)
Controls debug output level for diagnostics.
Output levels:
  • 0: Silent operation
  • 1: Basic information
  • 2: Detailed information
  • 3: Debug information
  • 4: Full diagnostic output
Useful for:
  • Performance optimization
  • Error tracking
  • Parameter validation

Cloud Stack

Rombo Sky renderer implements a unique Cloud Stack system that allows for seamless integration of external cloud shaders through a standardized interface. This modular approach enables users to extend the renderer's capabilities beyond its built-in volumetric system.

Interface Design

The Cloud Stack interface consists of three float sockets that serve as the primary connection point between rombosky and external cloud shaders:

  • Density Output: Returns the computed density value at the current sampling position

Integration Mechanism

External cloud shaders can be attached to these sockets to activate the cloud generation system. The ray marching engine will evaluate these shaders at each sampling point during the volumetric rendering process, allowing for:

  • Custom noise functions and procedural patterns
  • Dynamic cloud shape modifications
  • Complex layering and blending of multiple cloud types
  • Integration of weather data or external simulation results
  • Real-time modification of cloud characteristics

Extensibility Benefits

This modular architecture provides several key advantages:

  • Customization: Users can implement their own clouds while leveraging renderer's physical light transport
  • Compatibility: External tools and shaders can be easily integrated into the rendering pipeline
  • Flexibility: Multiple cloud layers can be combined and modified independently
  • Performance: Custom optimizations can be implemented for specific use cases

Usage Example

A typical cloud shader integration might involve:

  • Create/instace a custom cloud shader
  • Connect Density Output to Cloud Stack slot
  • Tweak clouds params to see changes in IPR
  • Configure sampling parameters for optimal results

Advanced Features

The Cloud Stack system supports advanced features such as:

  • Multi-layer cloud combinations
  • Dynamic weather pattern integration
  • Procedural noise function chaining
  • Real-time parameter modification
  • Custom optimization strategies

Note: While the Cloud Stack provides extensive flexibility, it's important to consider performance implications when designing complex shader chains. The ray marching engine will evaluate all connected shaders at each sample point during rendering.

Sky Addins

The Rombo Sky Renderer features a flexible Sky Addins system that allows for the integration of additional atmospheric phenomena and celestial objects through three RGB sockets. This modular approach enables users to enhance the sky with various effects while maintaining proper integration with the main atmospheric rendering.

Interface Structure

The system provides three RGB slots for attaching additional sky elements:

  • Slot 0: Primary slot, with special handling for Moon rendering in Night Time mode
  • Slot 1: General-purpose atmospheric phenomena
  • Slot 2: General-purpose atmospheric phenomena

Slot 0 and Moon Integration

While Slot 0 can be used for any sky addition, it has special significance when Night Time is enabled in the Rombo Sky renderer:

  • When isNight parameter is true, Slot 0 is expected to receive input from the Moon node
  • The Moon rendering integrates with the atmospheric scattering system
  • When not in Night Time mode, Slot 0 functions as a standard addition slot

Available Phenomena

Current implemented phenomena that can be attached to any slot include:

  • Stars:
    • Simple star field generation
    • Complex star systems with proper motion and twinkling
  • Aurora:
    • Realistic northern lights
    • Customizable colors
  • Galaxies:
    • Realistic galaxy rendering
    • Customizable size and brightness
  • Quasars:
    • Distant bright objects
    • Atmospheric interaction effects

Integration Capabilities

Each Sky Addin can interact with the main renderer's systems:

  • Proper atmospheric scattering integration
  • Respect for time-of-day lighting conditions
  • Support for animation and dynamic effects

Usage Guidelines

Best Practices:

  • Reserve Slot 0 for Moon when using Night Time mode
  • Layer phenomena from back to front across slots
  • Consider atmospheric density when combining effects
  • Balance brightness levels between additions

Chaining Addins

Scenario:

  • When an Addin depends on another one
  • For example we don't want Stars to appear where the Moon is in shadow
  • Connect Stars node to the Addin slot in the Moon node
  • Instead to connect it directly to the Addins romboSky ports

Extensibility

The Sky Addins system is designed for continuous expansion:

  • New phenomena can be developed and integrated
  • Custom effects can be created through shader development
  • Multiple effects can be combined when shaders have an Addin slot
  • External data can be incorporated for dynamic effects

Performance Note: While the system allows for multiple simultaneous additions, consider the cumulative performance impact when combining complex effects. Each addition contributes to the overall render time.

Sun Effects

The Rombo Sky Renderer includes a sophisticated Sun Effects system that provides direct manipulation and enhancement of solar rendering through three RGB sockets. This system allows for realistic simulation of various solar phenomena and atmospheric effects that interact directly with the sun's appearance and behavior.

Available Sun Effects

Sun Turbulence

  • Simulates real-world atmospheric distortion of the sun's shape
  • Essential for realistic sunset rendering
  • Dynamically deforms the sun disk based on atmospheric conditions
  • Particularly effective when combined with low sun angles

Sun Bloom

  • Creates realistic glow and bloom effects around the sun disk
  • Adjustable intensity and spread
  • Simulates atmospheric light scattering
  • Essential for achieving photorealistic sun appearance

Sun Pillars

  • Renders vertical light columns extending from the sun
  • Simulates ice crystal light reflection/refraction
  • Common in cold weather conditions
  • Adjustable height and intensity

Sun Horizon V-Shape

  • Creates characteristic V-shaped distortion at horizon
  • Simulates complex atmospheric refraction
  • Particularly visible during sunrise/sunset
  • Physically accurate horizon interaction

Integration System

The Sun Effects system provides three RGB sockets for effect combination:

  • Socket 1: Primary sun effect (commonly used for turbulence or bloom)
  • Socket 2: Secondary effects
  • Socket 3: Tertiary effects

These sockets allow for:

  • Direct manipulation of the sun's rendered shape
  • Complex layering of multiple effects
  • Dynamic response to atmospheric conditions
  • Real-time effect modification

Common Usage Patterns

Realistic Sunset Configuration:

  • Socket 1: Sun Turbulence with moderate intensity
  • Socket 2: Sun Bloom with warm color temperature
  • Socket 3: Subtle horizon V-shape effect

Cold Weather Atmosphere:

  • Socket 1: Reduced sun bloom
  • Socket 2: Prominent sun pillars
  • Socket 3: Subtle turbulence for atmospheric movement

Technical Integration

Each sun effect can interact with:

  • Main atmospheric scattering system
  • Time-of-day lighting calculations
  • Cloud layer interactions
  • Atmospheric density variations

Performance Considerations:

  • Effects are evaluated in order of socket assignment
  • Complex effects (like turbulence) may have higher computational cost
  • Multiple active effects may impact render time
  • Effects automatically scale detail based on sun disk size in frame

Advanced Features

  • Real-time parameter adjustment for all effects
  • Physically-based interaction with atmosphere
  • Time-based evolution of effects
  • Support for custom effect development
  • Automatic adaptation to scene scale and camera position

Note: When combining multiple sun effects, consider their natural interaction and avoid over-accumulation of effects that might lead to unrealistic results. The system is designed to maintain physical plausibility while allowing for artistic control.

Workflows

1. Basic Setup

  1. Set Sun Vector for time of day
    • Adjust for desired lighting angle
    • Consider NightTime for night scenes
  2. Adjust cloudsHeight and cloudsThickness
    • Set base height for cloud type
    • Adjust thickness for desired volume
  3. Set basic layer and cloudsDensity
    • Start with layer at 1.0
    • Fine-tune cloudsDensity for detail
  4. Tune sunInscatter and fogBrightness
    • Balance overall exposure
    • Adjust atmospheric density

2. Cloud Detail

  1. Fine-tune cloudsFrequency and cloudsXyzScale
    • Set detail level with cloudsFrequency
    • Adjust shape with cloudsXyzScale
  2. Adjust cloudsPforward/Pbackward
    • Set forward scatter for silver linings
    • Adjust backward scatter for core darkness
  3. Set appropriate sampling parameters
    • Increase samplerClouds for quality
    • Adjust samplerLight for scattering
    • Fine-tune samplerShadows for shadows
  4. Fine-tune cloudsDensity
    • Balance with layer setting
    • Adjust for final look

3. Atmosphere

  1. Balance skyMie and skyRayleigh
    • Set base atmospheric look
    • Adjust for time of day
  2. Adjust fogBrightness and fogDensity
    • Set atmospheric density
    • Fine-tune volumetric effects
  3. Fine-tune sunInscatter
    • Adjust sun glow
    • Balance with other atmospheric effects
  4. Set ground parameters
    • Adjust groundColor for base tone
    • Set groundBlur for horizon
    • Fine-tune groundHline for placement

4. Final Look

  1. Balance scene global illumination and shadows
    • Tweak Sun Radiance to control indirect illumination
    • Sun brightness to control Arnold shadows crispness
  2. Adjust color correction parameters
    • Set Exposure for overall brightness
    • Adjust Contrast for punch
    • Fine-tune Filmic for tone mapping
    • Set Vibrance for color intensity
    • Balance Ambient for fill light
  3. Fine-tune sampling quality
    • Increase samplers for final quality
    • Enable samplerStochastic if needed
    • Adjust ISQuality for GI and reflections quality
  4. Set animation parameters if needed
    • Configure animTime for timeline
    • Adjust animSpeed for motion
  5. Verify with different Sun Vector values
    • Check multiple times of day
    • Verify night mode if used
    • Final balance of all parameters
  6. Use Rombo Tonemapper to tonemap your scene
    • Sun and atmosphere may need specific tonemappers
    • Not all will preserve Sun intensity correctly
    • Evaluate smoothness of sky gradients
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