Help with Dynamic Brightness

Hello, I am making a dynamic brightness thing that affects the game’s brightness from these factors: Clocktime, Cloud Density, & Cloud Cover.

The TimeBrightness factors in clocktime utilizing this this tutorial. Essentially, it uses a sine wave to calculate the brightness being affected during specific game time.

local mam = game.Lighting:GetMinutesAfterMidnight()/60
local TimeBrightness = TimeAmplitude * math.cos(mam * (pi/12) + pi) + TimeOffset

f4b49cb13fd2c189cd19f498b3fd76689da7fc2c

Then we have the Cloud’s brightness. I’ve been struggling with this because I’m unsure how to scale down the brightness with the clouds, rather it increasing if the Cover & Density are low.

local CloudBrightness = (.5 * (.25 - CloudsData.Density)) + (.75 - CloudsData.Cover)
LightingData.Brightness = (CloudBrightness + TimeBrightness) + .25

The .25 and .75 are just constant numbers that subtract from the Cover and Density data. I multiplied its density by .5 because I want the Cover to impact the brightness more than the density. This math is far from perfect but it’s worth a try.

Any help is appreciated!