Hi there,

let me join this discussion:

Very good summary indeed. Pretty much what I was just writing.
If you want to get a feel of specular highlights, look at car-paint,
and observe what is reflected on the metal that actually causes the
highlights. You will find that it is the sun, street-lights or lit
billboards. Basically anything emitting a lot of light.
As for causastics, I'd say that you add the it to the ambience. You
could try and sum up and average the diffuse colours of the scenery
tiles every once in a while to get the causastic part for the ambient
colour, if you like.

You may also want to look at your fog implementation. It may yield a
clue on how to determine the amount of light passing through depending
on the altitude of the object and density of the fog. You can also try
to modify the size and brightness of the highlight, depending on the
cloud cover _above_ the object (overcast <-> clear).

Kind regards,

Josef

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