Descriptions and Examples for the POV-Ray Raytracer by Friedrich A. Lohmüller
Design of the Interior of transparent Shapes in POV-Ray
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- POV-Ray Tutorial

  Content Overview
  material, interior, media

  - Syntax material
      texture + interior
  - Window Glass
      + max_trace_level
  - Fog, Mist or Haze
  Media
  - Syntax Media
  - Media+Density Maps
  Atmospheric Media
    with/without density map
  - Beames in the Fog
  Object Media
  Emitting Media
  - Light Sword
  - Candle Flames
  Scattering Media
  - Light through Window
  - Steam, Smoke, Clouds
  Absorbing Media
  - Dust Devils
  Special Problems with Media
  - Scaling of Media
  - Overlapping Media
                                             

Scattering Object Media
Using "media" and "scattering" keyword
for local atmospheric effects
inside of objects

light beams in scattering media">

Sun light shining in a room.
Local haze by scattering media:
( scattering = diffuse radiating of light )
For a local light scattering atmospheric medium to generate fog or haze inside of a room, we use "media" with with a restricting container:


 
The room filled with haze:
box{
   <0,0,0>, <R_x, R_y, R_z>
   pigment { rgbt 1 } // clear
   hollow
   interior{
     media{
       scattering{ 1, 0.17 extinction 0.01}
       samples 10, 20 // min, max
     } // end media
   } // end interior
 } // end box
//----------------------------------------
This still looks very rough!
We can see the layers of each individual "sample"!
Scattering media box filling the room with haze:
box{
   <0,0,0>, <R_x, R_y, R_z>
   pigment { rgbt 1 } // clear
   hollow
   interior{
     media{
       scattering{ 1, 0.17 extinction 0.01}
       samples 100, 500  // min, max
     } // end media
   } // end interior
 } // end box
//----------------------------------------
With increased number of samples:
Last but not least adding a door:
Scene description for POV-Ray:
"Scattering_box_4.txt" or "Scattering_box_4.pov"
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© Friedrich A. Lohmüller, 2010
www.f-lohmueller.de