Compositing
Light flicker
The light source from the fireground streetlamp was rendered as an image sequence.
In Nuke a grade node is applied and a Random expression is applied to the Gain and Gamma attributes so they change on a frame by frame basis between values of 1.0 and 3.0
A CurveTool is used to calculate and store this as intensity values. These values are then applied to Grade nodes on other passes such as volumetrics, ground shadows etc. so that the variance has a commensurate effect on all light influences in the scene.
Reflections in Windows
An arbitrary image of a building from the period is projected onto building 1.

Window mattes derived from selections in the 3D software and rendered as sequence to follow the camera movement.

Composited over the original building but the mattes limit the image to just the window areas. When the shot camera moves, the reflections slide across the windows.
Opacity dialled back so the effect is subtle.

Volumetrics
The volumetric light pass merged over with a Screen blend operation. Slight yellow hue added to match the bulb. Effect is way too much by default.

Effect is dialled back using the Mix attribute on the Merge node.

Mist
Depth pass is merged over with Screen blend operation. Way too strong with default values applied but we can see the effect of atmospheric mist becoming greater as the scene recedes into the distance.

Effect is dialled back using the Mix attribute on the Merge node.

