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Hi,
I am using the Fog feature to add depthcuing to a scene in povray 3.6 and the
new 3.7. For this puropse I rotate the ground fog 90 degrees so that it is
getting denser in the back and it works quite well.
However, I noticed that when I have a transparent object close to the observer
looking at some depthcued/foggy objects behind it, the fog is essentially
removed from it. This looks odd and breaks the depthueing. This refers to the
linux (CentOS 6.5) version of povray - did not try windows.
The following shows a set of red cubes with depthcuing. The right side has a
transparent triangle in front and the cubes in the back behind the triangle
appear to have the fog removed.
This is either a bug or an incorrect use of some povray feature by me. If there
is an alternative to do depthcuing please let me know.
//Start
global_settings {
ambient_light rgb <0.40000, 0.40000, 0.40000>
assumed_gamma 1.800
adc_bailout 0.00390
max_trace_level 5
}
#declare camera_direction = < 0.0, 0.0, -1.0 >;
#declare camera_location = < 0.0, 0.3, 3.0 >;
#declare camera_angle = 10;
#declare camera_look_at = < 0.0, 0.0, -1.0 >;
camera {
location camera_location
right x * 1.00000
direction camera_direction
angle camera_angle
look_at camera_look_at
}
background { color rgb < 1.0000, 1.0000, 1.0000 > }
light_source {
<0.0, 0, 100>
color rgb 1
}
light_source {
<0.0, 500, 0.1>
color rgb 1
}
#declare Usefog = 1;
#ifdef (Usefog)
#declare DEPTH_RGB = <1.000, 1.000, 1.000>;
fog {
distance 0.2424 * 8
fog_alt 0.01
fog_offset -1.1437 + 1
fog_type 2
rotate x*90
color rgb DEPTH_RGB
}
#end
#declare b = box {
<-0.1,-0.1,-0.1>, <0.1,0.1,0.1>
}
#declare idz = 0;
#while (idz < 9 )
object {
b
texture {
pigment { color rgb <1,0,0> }
finish { ambient 0.8 diffuse 0.3 specular 0.1 roughness 0.05 }
}
translate <-0.12,0.0, -idz*0.5>
}
object {
b
texture {
pigment { color rgb <1,0,0> }
finish { ambient 0.8 diffuse 0.3 }
}
translate <0.12, 0.0, -idz*0.5>
}
#declare idz = idz+1;
#end
#declare TrigTrans = 0.8;
triangle {
<-1,-0.5,0>, <0.0,0.5,0.0>, <1,-0.5,0>
translate <1.4, 0.8,0>
scale 0.11
rotate z*45
texture { pigment { color rgbt <0.8, 0.8, 0.8, TrigTrans> }
finish {ambient 0.4 diffuse 0.3 specular 0.2 roughness 0.01} }
}
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