Final Touches

Some of the few changes I made since last week were the lightning and how thin and bright it is, the brightness of the ground where the lightning shines on it, the tail lights, and we also added fog to the headlights after Billy suggested it in an email.

For the lightning, David was able to cache out a thinner version of the lightning that allows you to see more of the detail in them. Then I also used a different method to render the lightning passes out. Before I was turning them into mesh lights and just rendering those out. This time I put a white shader on it and a dim white sky dome, so you will be able to see the detail in the lightning even more. 

For the lightning shining on the ground, I also put a white shader on the ground and the increased the intensity of the meshlights in that layer so it was more than just an occlusion pass of the lightning near the ground. I also changed the way I did the tail lights as well. It is still using a meshlight like I was before, but I turned the visibility off of the light so it is emitting light but not visible. So now the tail light is less of a solid red and has more depth and variation from the refraction of the red plastic cover.