Currently we’re look deving a heavily atmo’d city at night time similar to the mood of blade runner. Typically when getting a fog pass or just using the depth to create that atmo we’ll blur and mult the lights in the RGB render by the atmo and plus it back on. I was talking to Matt and brainstorming a more procedural and more physically accurate approach beyond just putting area lights in the windows of the buildings where they’re turned on. Would it be possible to create something like a VrayLightMTL in Eddy? One that uses an assets texture and another that uses a camera projection maybe? That way you can get that naturalistic light scatter through the atmosphere that tracks to the lights procedurally as opposed to hand placing lights. Another good use for it could be if you had rough layout geo for a plate that had fire in it or you had a practical fire element on a card. The ability to inherit the light flicker from the fire in a plate via projections or a 2D texture of fire on a card seems incredibly powerful. I’m sure you can do something similar by creating a HDRI via the scanline render but I was thinking this might give you more precise control and give more detail in the light contribution. Anyways, just an idea. Thanks so much in advance.