Making progress on ambient light blend modes…
In the beginning, led lights was dumbly added to the whole image and this produced an halo like effect.
It worked good for tight lights or not extreme night settings, but with the addition of the widen light, it turned out that for extreme nightification settings the result was not good at all:
So the first thing i did was to lower the night effect in the zones lightened by the virtual leds; this was an improvement, but not enough because the image still looked somehow dull:
so i tried to selectively highering the contrast in those zones, it made sense because shadows are more prominent when light is more incident, and indeed the result was better, but still not easy to control via parameters:
My final attempt to address the issue was to study various blend modes avaliable in Gimp and come out with something that works definitely better.
First, the led light is multiplied by the underlying image; that way the contrast of the image is automagically improved because the light will have less effect on dark colors, but zero effect on black, next provide an additional parameter named “foggy” in the ambient light section (kept by default to 1.0, because with 1.0 it acts like the old way to blend lights) that add the selected amount of ambient light to the dark colors (less on the brighter ones to avoid clipping ofc):
Here you can see what happens when the night effect is at maximum and the led power is very very high and wide:
Sun in the game, room looks warm:
Neon lights went off in the game, room feels cold and shrouded into darkness :
Think of the foggy effect like a way to turn the virtual led target from the spectator (halo, foggy=1) to the wall (foggy=0) or to emulate different materials that reflect more or less light back in the darker tones.