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In article <3d4d152e@news.povray.org>,
"Gail Shaw" <gai### [at] mwebcoza> wrote:
> I have a scene with a plane, sphere, transparent hollow box (rgbf 1)
> and ground fog. If the fog has turbulence then the box is partially
> visible and casts a shadow. If the fog has no turbulence then the box
> just casts a shadow. If the fog is removed then box is not visible
> and casts no shadow (this is what I would expect in all three cases)
The turbulence part is just a side-effect of the way fog is calculated.
It is a "cheat" that really doesn't simulate the real world very well,
but is fast to calculate. The turbulence is a 2D effect that depends on
the beginning location of the ray, not a 3D variation in density which
would require sampling like media. Not sure what's causing the shadow...
It might be possible to fix this: if the shape is non-refracting and
totally transmitting (like a media container that shouldn't be visible),
skip intersections with it and use the next shape out for the fog
calculations. Wouldn't work if it or that next shape has a partially
transparent texture or ior, but it would take care of media containers.
--
Christopher James Huff <chr### [at] maccom>
POV-Ray TAG e-mail: chr### [at] tagpovrayorg
TAG web site: http://tag.povray.org/
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