Hi guys, sorry but I don't think we can do a progress report every month now.
For my part I have been continuing with the lighting, and working on getting it to look right with the real time generated skies while preserving the look of the tracks.
I've looked at the albedo levels for various materials and adjusted the brightness to get the lighting right as we gradually move to a more physically based system.
I've been experimenting with a high dynamic range (HDR) render target (as an option). This involves rendering the image to a texture which uses a 16-bit floating point number for each colour channel of a pixel instead of the standard 8-bit gamma corrected integer. This has various advantages for lighting and can produce more realistic images. I've been trying some tone mapping functions that can be applied in the final post-processing stage where the HDR render target is output to 8-bit format for display on the screen.
There's more to do but not too much to talk about at the moment.