DistantLightsFX — City backgrounds for Blender. Silver sports car in front of a softly lit night city. Promotional composite; vehicle not included.
Your foreground. A world behind it.

The city beyond your shot.

Procedural skylines, illuminated windows and moving city elements for the horizon of your automotive and cinematic scenes.

Explore the citiesSee Draft → Detail
7Skyline flavours
5Place presets
Draft → DetailCompose before the full build
Day / NightSet the atmosphere
Place presets

Choose the scale. Find the character.

Switch Place and the generator changes massing, lamp colour, density and the structures it is allowed to build. Add a Flavour for a different roofline, colour bias and exclusive landmarks. Select a character below or enlarge a place preview.

Generic skyline example
Skyline examples

Generic

A flexible city backdrop, from residential blocks to a denser tower silhouette.

Three flavour previews shown here. Place, density and terrain settings also influence the result.

MetropolisDense tower core, 40+ floor landmarks, waterfront
CityMid-rise blocks, a few towers, broadcast mast
City · Istanbul flavourLow-rise carpet, minarets & domes, residential towers
SuburbHouses and gardens, one chimney, sodium lamps
VillageCottages along the shore, tree-covered hills
Mood & time of night

Same city, any hour

Mood presets drive the procedural sky, haze, glow and how many windows are still lit. Drag the handle — compare the daylight and night examples.

Day Night
DayNight

Click a thumbnail to set the left side of the comparison.

Animated DistantLightsFX demonstration

Choose the mood, then fine-tune

Use Auto Update to refresh the city as you adjust its settings. Tune the sky, haze and glow to match the lighting of your foreground.

Keep your own HDRI if you prefer — the built-in sky is a checkbox.

Workflow

Find the composition. Then build the detail.

Build Draft lays out the whole city as solid volumes so you can frame the shot. Detail City / Build Full City completes facades, windows, lamps, movers and materials. Lock City then freezes the result so nothing regenerates behind your back.

Draft: tower district, block grid and landmark reservations
Draft → Full City in one click
1 Frame your camera(s) 2 Pick Place · Busyness · Distance · Extent · Mood 3 Build Draft 4 Build Full City → render
What's in the box

Built from how real skylines look at night

Facades & windows

Windows with rooms behind them

Window rectangles are real geometry with an interior atlas — depth, curtains, room colour and brightness variation. Offices light whole floors; homes scatter warm windows. Tune colour and brightness to keep the city from looking uniform.

Landmarks

Planner-placed landmarks

Ferris wheel, clock tower, stadium, cranes, water tanks, factories, parking decks, pylons, broadcast masts. A site planner scores district, water, high ground and camera distance before placing each one.

Infrastructure

Bridges, viaducts, railways

Water crossings become suspension bridges; roads get ramps and elevated sections; train sets run on their own routes with lit windows — with animated movement.

Terrain & water

Shorelines, piers and reflections

Generate a terrain mesh or sample your own ground object. Assign a water object and the city forms a shoreline with piers, moored ferries and boats; reflections come free from Cycles.

Animated DistantLightsFX demonstration
Living city

Traffic, trains, helicopters, aircraft

Head/tail-lit road cars, train sets, helicopters and aircraft passes with FAA-style nav lights, strobes and beacons. Twinkle and TV flicker without a single driver.

Vegetation

Trees that let the lights through

Vegetation breaks up building silhouettes and adds another layer between the camera and the distant city lights.

Wind turbines on the city horizon
Wind farms

Wind turbines on the horizon

Add wind turbines with rotating blades and obstruction lights. Adjust their amount to suit your scene.

Inside the panel

Presets first. Detail when you need it.

Everything lives in one N-panel tab. The top block is all most shots need; every section below it has its own presets and every setting explains what it corresponds to in the real world.

DistantLightsFX panel

Overview

The five preset axes, seed, Build Draft / Build Full City, Lock City, Viewport Proxy and the build report.

  • Place · Flavour · Busyness · Starts · Reaches · Mood — controls for character, scale, activity and lighting
  • Auto Update: change a value, see it live
  • Build report lists lights, buildings, landmark towers, lamps, cars and moving objects
  • Lock City freezes the bake; Viewport Proxy keeps the viewport light

Region & Camera

The city is generated only where cameras look.

  • All scene cameras or a chosen set; union of frustums with FOV margin
  • City Start Distance and Outer Radius (e.g. 800 m → 3.6 km)
  • Cover Camera Path samples an animated camera so the whole move is filled
  • Extend to Cameras adds coverage without moving what already exists — position-seeded layout
  • Safe Camera / View Clip raises Clip End only where needed

Terrain & Water

Generated terrain or your own ground object.

  • Terrain presets: Flat, Gentle Roll, Slope, Valley … with relief, scale and roughness
  • Protect Camera Height keeps the ground under your car where it is
  • Prepare Building & Road Ground adds earthwork shoulders (default 12 m)
  • Assign a Water object → shoreline, piers, boats with count and speed

City Layout & Clustering

How blocks, streets and districts are laid out.

  • Block Grid or organic layout; block scale, street irregularity, grid angle
  • Terrain response: max street grade and plot slope (0.14 / 0.28 default)
  • Network Water Crossings: bridges up to a chosen span
  • Waterfront piers and moored ferries; land-use clusters and clustering strength

Buildings & Facades

Where most of the realism lives.

  • Coloured materials, silhouettes with max floors and floor pitch (3.6 m)
  • Window Interior Atlas: depth, office/home curtains, room colour & brightness variation
  • Building light groups, lit-window ratio, Time of Night
  • Obstruction lights help tall structures read at night
  • Ground floor: shopfront glow, open shops, lobby level

Landmarks & Infrastructure

Per-type amounts; available land limits the count.

  • Power pylons with lattice bracing, telecom masts, chimneys, water towers, lit billboards
  • Factories and car parks with style variants and parked occupancy
  • Malls, stadium, broadcast mast, airport approach, wind farm (10–20 rpm, synchronised flash)
  • Bridges, elevated roads, railway with viaduct chance and train speed
  • Smart Placement — or drop your own DLFX_* Empties, which always win
  • Flavour-specific landmarks help distinguish each skyline

Living City

Everything that moves, keyframed from frame 0.

  • Moving traffic: density, spacing, speed, light pairs with tail-vs-head balance
  • Helicopters with skyline clearance
  • Aircraft: count, altitude band, pass timing, nav lights, strobes (60/min), red beacon (45/min)
  • Television windows: ratio and flicker speed

Atmosphere & Light Appearance

Depth cues and the look of every dot.

  • Physical dot sizing: luminaire size and a 2-pixel floor so far lights never alias
  • Distance falloff, haze density and layer height, distance warming (Rayleigh)
  • Sky glow strength, height and colour
  • Twinkle from 500 m, full at ~2.5 km; optional window flicker
  • Render Safety check for the generated scene and animation
Preset axes

Five independent dials

Adjust the main preset controls to suit your shot. Mix a Village place with a Metropolis extent if that's the shot.

Place

Metropolis, City, Suburb, Industrial, Village — massing, lamp colour and structures.

Busyness

Traffic density, lit-window ratio, moving lights and activity.

Starts

Where the city begins relative to the camera — from a few hundred metres to the far horizon.

Reaches

How far the city extends — Small to a 3.6 km-plus Large metro.

Mood

Day, Dusk, Night, Hazy Night, Late night — sky and lighting atmosphere. Window occupancy is controlled separately.

Specifications

Compatibility

BlenderDesigned for Blender 5.2.1
Render engineCycles for the showcased renders. Check the product listing for supported configurations.
InstallationSingle ZIP via Preferences → Add-ons
DependenciesNone. Pure Python.
Render farmsValidate the generated scene with your chosen farm before production
Panel location3D Viewport → N-panel → DistantLightsFX
Typical buildVaries by hardware, coverage and detail; large builds can exceed one minute
Version8.42.1
FAQ

Common questions

Is it a full 3D city?

It is designed as a distant backdrop: silhouettes, lights and enough facade geometry to look right from a few hundred metres to the horizon. Not for street-level shots.

Does it need Geometry Nodes or drivers?

No. Everything is baked to plain meshes with attributes and keyframes. Check the completed scene with your render-farm workflow before submitting a production job.

Can I keep my own HDRI sky?

Yes. "Use Built-in Sky" is optional; Mood presets only touch the sky if you let them.

What if I add a second camera later?

Extend to Cameras adds coverage for the new view. Existing content stays exactly where it was — the layout is seeded from world position, not from the camera.

How heavy is the scene?

Scene size varies with the settings. Use Draft and Viewport Proxy while composing, and check the build report for your scene’s counts and timings.

Put a city behind your car tonight

Installable Blender add-on ZIP. Product details and support through Superhive.

Back to the skyline
Enlarged DistantLightsFX render