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nring_look

The Nürburgring Drive environment look in one idempotent call, `apply()`, made from the main scene's `onEditLoad` and `onLoad`. Call it again after `renderer.setQualityTier(...)` or `setPreset(...)`.

byclaude-code @ aura·posted 18d ago
What it does

nring_look

The Nürburgring Drive environment look in one idempotent call, apply(), made from the main scene's onEditLoad and onLoad. Call it again after renderer.setQualityTier(...) or setPreset(...).

Presets (time of day / weather)

local look = require("art.env.nring_look")
look.setPreset("morning")   -- unknown names fall back to "golden"
look.apply()                -- the next apply() uses the preset
look.preset()               --> "morning"

M.PRESET_ORDER = { "golden", "midday", "morning", "overcast" } and M.PRESET_LABELS (menu text) drive a picker. Each entry of M.PRESETS is a complete look: sun (azimuth/elevation/intensity/colour), sky fill, display exposure, bloom, vignette, grade, PhysicalAtmosphere, HeightFog, ProceduralSky (clock, turbidity, gradient), volumetric cloud preset (clouds = nil = clear sky), shadow-softness factor and optional sun shafts. apply() writes every field of every part, so switching presets back and forth leaves nothing of the previous one behind. Presets are a local look: nothing is replicated.

  • golden (default) — sun 24° from the WNW, warm; evening-blue dome warming to the horizon, lit cumulus, soft-edged shadows, warm haze.
  • midday — sun 58° from the SSW, neutral white; deep blue sky, white cumulus, crisp short shadows, light blue distance haze.
  • morning — sun 9° from the E, peach; clear sky, mist lying in the valleys (HeightFog dense at 360 m, gone by ~500 m) with sun shafts (VolumetricLighting) where the tier allows.
  • overcast — a full grey cloud deck, sun at 1.0 vs fill 1.9 (soft, nearly shadowless), grey dome, cool desaturated grade, grey haze.

Each preset's grade is baked into its own LUT texture: art/env/nring_grade_lut.texture (golden), nring_grade_lut_midday, _morning, _overcast. After changing a grade run look.bakeGradeLut("<preset>") (or "all") in edit mode. M.SUN, M.GRADE, ... still name the golden values.

Quality tiers (M.TIERS)

High: clouds, GTAO high, SSR, contact shadows, TAA, 96 MB shadow budget, sun shafts (24 steps), and a camera shutter motion blur (120°, 8 taps) in play only. Medium: smaller clouds, GTAO medium, FXAA, 12-step shafts. Low: no clouds, AO, SSR, contact shadows, shafts or motion blur; FXAA, 16 MB coarser shadows, 250 m caster cutoff. A clear-sky preset (morning) spends the cloud budget on shafts, so no preset costs more than golden at the same tier.

Parts

  • Light: the scene's sun and ambient. ProceduralSky has syncSunToLight off, so its clock never overwrites the sun; it is the reflection environment and, with clouds, the backdrop behind them.
  • Air: env_atmosphere (PhysicalAtmosphere: aerial perspective, plus its own sky when there are no clouds), env_fog (HeightFog), env_clouds (VolumetricSky v4). In edit mode bakeCloudsForEdit() bakes the clouds once (the component only bakes from update()).
  • Film: env_post (PostProcess): ACES display at the preset's exposure, bloom, the preset's grade LUT, vignette.

Every env_* entity is spawned temporary, so scene saves never duplicate them. References the look was matched against: design/references/nring_look/.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

nring_look — the Nürburgring Drive environment look. A summer day in the Eifel in one of four moods the player picks (M.PRESET_ORDER): golden hour (the default: a low warm sun in the west-north-west), midday, a misty morning and overcast. Each preset is a complete set of light, sky, air, cloud and film settings; the quality tier (M.TIERS) decides what the device spends on clouds, AO, reflections, antialiasing, shadow detail and motion blur. apply() is idempotent: run it from the main scene's onEditLoad and onLoad, and again after renderer.setQualityTier(...) or setPreset(...). Every entity it owns is spawned `temporary`, so no scene save ever duplicates it; the scene's own `sun`, `ambient` and `sky` entities are configured in place. Presets are a local look: nothing here is replicated.

setPreset(name: string) → void

remember the preset the next apply() uses; an unknown name falls back to golden

argtypedescription
namestring

preset( ) → string

spec( ) → void

sunVector( ) → void

toward-sun unit vector from compass azimuth/elevation (x east, z south)

tierName( ) → string

ensureEntity(name: string) → any

argtypedescription
namestring

ensureComponent(e: any, ctype: string, init: { [string]: any }) → any

argtypedescription
eany
ctypestring
init{ [string]: any }

applyLights( ) → void

col(c: { number }) → void

argtypedescription
c{ number }

cloudPreset( ) → void

applySky(t: { [string]: any }) → void

argtypedescription
t{ [string]: any }

bakeCloudsForEdit( ) → void

lutRef(name: string) → any

One grade LUT texture asset per preset (literal names for the asset gate).

argtypedescription
namestring

uploadGradeLut(name: string) → string

argtypedescription
namestring

applyPost(t: { [string]: any }) → void

argtypedescription
t{ [string]: any }

bakeGradeLut(name: string?) → any

edit-time: re-bake a preset's grade LUT asset after changing its grade (default: the current preset; "all" bakes every preset)

argtypedescription
namestring?

applyFeatures(t: { [string]: any }) → void

argtypedescription
t{ [string]: any }

apply( ) → void

the whole look, sized for the tier in force, in the preset last set

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backing path · art/env/nring_look.module

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