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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
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Simple Fog, Mist of Haze with "fog"
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"fog" - Fog, Mist of Haze
without Interaction with Light
If we can do a scene without making visible of any light beams of sun light, lamps or spotlights
this is a good enough simulation of fog.
For fog with interaction with light we need to use "atmospheric media".
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With ground fog.
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Without fog: unreal clear horizon!
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Constant Fog:
fog{ fog_type 1
distance 50
color White
}//----------------
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At value of "distance" we will get 36% of the fog's color!
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Ground Fog:
fog{ fog_type 2
distance 50
color White
fog_offset 0.1
fog_alt 1.5
turbulence 1.8
}//----------------
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Below of "fog_offset": constant fog!
Height of the fog up to "fog_alt"!
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Ground Fog:
fog{ fog_type 2
distance 5
color White
fog_offset 0.0
fog_alt 0.3
turbulence 1.8
}//----------------
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Variation in distance and height!
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A Font of fog:
fog{ fog_type 2
distance 5
color White
fog_offset -5.5
fog_alt 2.0
turbulence 1.8
up <-0.5,1,0>
}//----------------
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"up <-0.5,1,0>" is vertical to the surface of the front of the fog!
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