cheers

, its gona work out now I think. this basis I have now will stick and just tweak some art and colours.
the photography and painting (and pixel chasing) ive done lately alongside studying old dead masters art has allowed me to understand something more than just re creating a reality. there is this thing with colour science in cameras more notably with my canon type, and after studying these colours I can instantly set the science in the scene in the game. ive also worked out how to get that convincing sunlit neon hyper green coloured grass that comes through. just not sure whether representing a world through a lens is correct. but its not like im anywhere near Lime rock park to really know its look.

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in painting we use a colour wheel a lot to understand bounced light and what tone shadows and highlights goto without greyscale shading. so ive been applying that in terms of objects further and closer away through whats called atmospheric perspective. im actually going to take the trees even further to represent atmospheric banding where possible in the scene.
in the last screenshot we have 4 groups of trees. dark, light dark light. the two light sets are actually at different depths to the camera, but its not apparent. coz the fog shader is shit. but the point is we can make that happen if we treat it like a painting would be treated or like the camera would capture. I may even building this in manually to all the mip mapping.
\o/ motivated again I think.... until the next fall. haha.
edit.
/schizo on ..............now im thinking if its possible to build in a lens bokeh effect to mip maps for the shallow depths of field. in the forested screenshot we have the car in focus, but theres not much range behind it... I wonder...….