Lore

Atmospheric Perspective Simulation (Distance via Light & Color)

Technique for making a near-camera photographed object read as far away by mimicking how real atmosphere affects light over distance: adjust the source photo's light levels, then hand-paint environment-sampled color over it (see Manual Light/Color Matching via Environment Sampling (Non-AI Composite Integration)) to introduce the haze/desaturation a real telephoto view of a distant object would have. In the source example, ordinary rock photographs become the base for distant mountains this way, which are later built up further with Hand Painting via Blend-Mode Targeting (Highlights/Shadow/Color).

Same end goal as Inverse Clarity + Texture Compensation (Ethereal Landscape Technique) (make an element read as far/ethereal) but a different mechanism — this is manual, per-object light/color painting rather than a global Clarity/Texture/Dehaze slider pass (see Texture vs Clarity vs Dehaze (Lightroom Mobile Effects Sliders)). Used as a stage within Depth-Ordered Compositing Workflow (Background-to-Foreground Build Sequence).