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I'm using 3.7.beta.37 and have a problem with fog and transparent open meshes.
I'm simulating the view out of a vehicle. The geometry I have Is fairly complex.
Everything is done with the "mesh" and "smooth triangle" commands. The problem I
have is that either fog is not visible through the windshield but is visible
through the open side window, or, if I put the inside vector on the other side
of the windshield the effect is reversed: Fog is visible through the windshield,
but not through the open side window. I tried the "hollow" command on the meshes
with no effect. I had similar issues with planes that have images with
transparent background mapped to them (landscape) but this got resolved when I
added the "hollow" function to the plane. Any suggestions?
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Am 03.06.2010 01:41, schrieb CAD-Andi:
> I'm using 3.7.beta.37 and have a problem with fog and transparent open meshes.
> I'm simulating the view out of a vehicle. The geometry I have Is fairly complex.
> Everything is done with the "mesh" and "smooth triangle" commands. The problem I
> have is that either fog is not visible through the windshield but is visible
> through the open side window, or, if I put the inside vector on the other side
> of the windshield the effect is reversed: Fog is visible through the windshield,
> but not through the open side window. I tried the "hollow" command on the meshes
> with no effect. I had similar issues with planes that have images with
> transparent background mapped to them (landscape) but this got resolved when I
> added the "hollow" function to the plane. Any suggestions?
When the camera is inside [or outside] a mesh (as defined via the
inside_vector) POV-Ray has no way of telling where a ray leaves [or
enters] the mesh except via intersections; your open window does not
give such an intersection, so POV-Ray will think it is still inside.
There should be three ways (if not even more ;-)) to fix this issue:
(A) Assign the same interior (especially media) to the inside of the
mesh as to the outside.
(B) Close the mesh technically, by adding some more triangles in the
open window and assigning a perfectly transparent texture to them (i.e.
make it just /look/ like the window is open).
(C) Make the mesh non-solid.
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