things that are closer to the viewer, i.e. higher up, should be brighter. So the top of the walls should be brighter. Assuming everything is the same material, the cave floor would be the darkest and the tallest parts of the cave walls would be the brightest.
Not sure that particular point applies in this case.Well, realistically, in a vast cave network where the outside world isn't the primary light source, then I guess it depends on what other light sources you have. Torches? Glowing mushrooms? Lava?
That would be true if it was a canyon or if there were walls with a space between cave ceiling.
But in a cave it should probably have more light around the eye level area with some blending up to darkness at the top where everything falls into shadow.
Lol yeah the eternal question "where is that cave light coming from?".Not sure that particular point applies in this case.Well, realistically, in a vast cave network where the outside world isn't the primary light source, then I guess it depends on what other light sources you have. Torches? Glowing mushrooms? Lava?
That would be true if it was a canyon or if there were walls with a space between cave ceiling.
But in a cave it should probably have more light around the eye level area with some blending up to darkness at the top where everything falls into shadow.
If you want the outside world to be the primary light source, then the cave opening kind of determines which parts are brighter. But at the same time, the eye is better at picking up light from stuff that is closer, so in a dark cave, stuff that is closer will look brighter. And in a game like this, you want to create the illusion that we're seeing things from a bird's eye view, not the view of the people on the ground. So things need to make sense from the bird's eye view perspective. If there's a fog, then the tallest objects are clear, the lowest objects are obscured. Even if the character may have the opposite point of view (clearly seeing the lowest objects)
Am I wrong?