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Does anyone know how fog works?
Yesterday I was working in my Hiroshima image and I thought "It would be
possible using ground fog, to make an spherical fog writing
up x*y*z
or something similar?"
Well, the idea is that it happens something I dont understand but it doesnt
sets any error. So probably something can be done.
And why I want to do something like this? because in some cases it can look
like the interior propertie but renders much more faster. Does anyone know
something about this?
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kike wrote:
> Does anyone know how fog works?
Yes
> Yesterday I was working in my Hiroshima image and I thought "It would be
> possible using ground fog, to make an spherical fog writing
>
> up x*y*z
Not that way, obviously P))
> or something similar?"
> Well, the idea is that it happens something I dont understand but it doesnt
> sets any error. So probably something can be done.
>
> And why I want to do something like this? because in some cases it can look
> like the interior propertie but renders much more faster. Does anyone know
> something about this?
Right off the top my my head, I can think of two faster alternatives to
media:
MegaPOV's glow. It's fast.
A sphere like this (needs a background brighter than rgb<0,0,0>:
sphere{
0,1
pigment{rgbt}
interior{fade_power 2 fade_distance .2 fade_color<10,10,3>
}
~Sam
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kike nous apporta ses lumieres en ce 11-04-2007 09:33:
> Does anyone know how fog works?
> Yesterday I was working in my Hiroshima image and I thought "It would be
> possible using ground fog, to make an spherical fog writing
> up x*y*z
> or something similar?"
> Well, the idea is that it happens something I dont understand but it doesnt
> sets any error. So probably something can be done.
> And why I want to do something like this? because in some cases it can look
> like the interior propertie but renders much more faster. Does anyone know
> something about this?
Ground fog is relative to a plane and the "up" vector is the normal of that
plane. Anything below the fog_offset have a constent density, and that density
diminishes according to that formula: 1/(1 + (y - Fog_Offset) / Fog_Alt) ^2 .
Fog is not contained and don't interact with light (the main reason why it's
faster).
Translation don't affect fog. You can rotate the fog or the up vector.
--
Alain
-------------------------------------------------
Everything can be filed under "miscellaneous".
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> Ground fog is relative to a plane and the "up" vector is the normal of that
> plane. Anything below the fog_offset have a constent density, and that density
> diminishes according to that formula: 1/(1 + (y - Fog_Offset) / Fog_Alt) ^2 .
> Fog is not contained and don't interact with light (the main reason why it's
> faster).
> Translation don't affect fog. You can rotate the fog or the up vector.
>
> --
> Alain
Ok, thanks. I knew moreless all that you said. The thing I didnt knew was
the part of the interaccion with light and the way the fog was linked to
the plane.
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