POV-Ray : Newsgroups : povray.newusers : Ground fog doesn't appear : Re: Ground fog doesn't appear Server Time
26 Apr 2024 11:30:23 EDT (-0400)
  Re: Ground fog doesn't appear  
From: clipka
Date: 24 Apr 2016 23:14:40
Message: <571d8ba0$1@news.povray.org>
Am 24.04.2016 um 22:52 schrieb Dedus:

> I have got a problem about fog and I'm almost desperate because I don't find any
> solution.
> The problem is that the ground_fog object doesn't appear on my rendered images.
> The camera is not inside a solid object, so this should not be the problem.
> I have got a few solid objects in the center, a sky_sphere object, a camera and
> a light source. Nothing special.
> I also copied codes from fog-objects from similar codes that worked, but also
> that did not help.
> Maybe you have got an idea, what could be the problem.

I have a few ideas, but as Bald Eagle already mentioned, without looking
at your scene code there's no way of knowing which of these is the case:

- Despite your claims, you might have a non-`hollow` huge object inside
your scene after all.

- Your ground_fog might be too thin to be noticeable.

- Your ground_fog might be engulfed by a huge object without a `hollow`
statement.

- Your ground_fog might be too dense to see anything but the fog, and
you might be mistaking the fog for background.

- Did I mention huge non-`hollow` objects yet?

- Your ground_fog altitude settings might happen to place the fog too
low to rise above your ground plane.

- You really should double-check once more for any huge objects
engulfing the scene and not carrying a `hollow` statement.


The reason I keep mentioning large non-`hollow` objects is that it's
probably the number one cause for media or fog to fail completely and
leave you puzzled -- and there are ways to immerse your scene in such an
object without it being glaringly obvious:

- You might have decided to use a very large sphere instead of a
sky_sphere, and forgotten about it.

- You might have accidently gotten the ground plane's direction vector
the wrong way round. Remember that a plane technically _is_ a solid
object, dividing the universe into an "inside" and "outside", even
though normally you don't see a difference.

- You might have accidently defined some other object inside-out. Like
with an upside-down ground plane, you won't normally see a difference.

- You might have a mesh in your scene that happens to be not perfectly
closed, and with an inside_vector that happens to point straight from
the camera to the "hole"; in that case, too, the camera would be
considered "inside" the mesh, knocking out the ground fog entirely.

If in doubt, add a `hollow` statement to _each and every_ object in your
scene; there's absolutely no downside to it (except if you're
intentionally using any objects to knock out media or fog in particular
places).


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