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<h3><a name="s03_03_02">3.3.2 </a>Atmospheric Effects</h3>
<p>
Atmospheric effects are a loosely-knit group of features that affect the background and/or the atmosphere enclosing
the scene. POV-Ray includes the ability to render a number of atmospheric effects, such as fog, haze, mist, rainbows
and skies.
</p>
<h4><a name="s03_03_02_01">3.3.2.1 </a>Atmospheric Media</h4>
<a name="s03_03_02_01_i1">
<p>
Atmospheric effects such as fog, dust, haze, or visible gas may be simulated by a <code>media</code> statement
specified in the scene but not attached to any object. All areas not inside a non-hollow object in the entire scene. A
very simple approach to add fog to a scene is explained in section "<a href="#l123">Fog</a>" however this
kind of fog does not interact with any light sources like <code><a href="#l124">media</a></code> does. It will not
show light beams or other effects and is therefore not very realistic.
</p>
<p>
The atmosphere media effect overcomes some of the fog's limitations by calculating the interaction between light
and the particles in the atmosphere using volume sampling. Thus shafts of light beams will become visible and objects
will cast shadows onto smoke or fog.
</p>
<p class="Note">
<strong>Note:</strong> POV-Ray cannot sample media along an infinitely long ray. The ray must be
finite in order to be possible to sample. This means that sampling media is only possible for rays that hit an object.
So no atmospheric media will show up against <code>background</code> or <code>sky_sphere</code>. <br>Another way of
being able to sample media is using spotlights because also in this case the ray is not infinite (it is sampled only
inside the spotlight cone).
</p>
<p>
With <a href="s_111.html#s03_04_07_02">spotlights</a> you will be able to create the best results because their
cone of light will become visible. Pointlights can be used to create effects like street lights in fog. Lights can be
made to not interact with the atmosphere by adding <code>media_interaction off</code> to the light source. They can be
used to increase the overall light level of the scene to make it look more realistic.
</p>
<p>
Complete details on <code>media</code> are given in the section "<a href="#l125">Media</a>". Earlier
versions of POV-Ray used an <code>atmosphere</code> statement for atmospheric effects but that system was incompatible
with the old object <code>halo</code> system. So <code> atmosphere</code> has been eliminated and replaced with a
simpler and more powerful media feature. The user now only has to learn one <code> media</code> system for either
atmospheric or object use.
</p>
<p>
If you only want media effects in a particular area, you should use object media rather than only relying upon the
media pattern. In general it will be faster and more accurate because it only calculates inside the constraining
object.
</p>
<p class="Note">
<strong>Note:</strong> the atmosphere feature will not work if the camera is inside a non-hollow
object (see section "<a href="s_128.html#s03_06_01_02">Empty and Solid Objects</a>" for a detailed
explanation).
</p>
<h4><a name="s03_03_02_02">3.3.2.2 </a>Background</h4>
<a name="s03_03_02_02_i1"><a name="background"></a><a name="s03_03_02_02_i2"><a name="background, keyword"></a><a name="s03_03_02_02_i3">
<p>
A background color can be specified if desired. Any ray that does not hit an object will be colored with this
color. The default background is black. The syntax for <code>background</code> is:
</p>
<pre>
BACKGROUND:
background {COLOR}
</pre>
<h4><a name="s03_03_02_03">3.3.2.3 </a>Fog</h4>
<a name="s03_03_02_03_i1"><a name="fog"></a><a name="s03_03_02_03_i2"><a name="fog, keyword"></a><a name="s03_03_02_03_i3"><a name="s03_03_02_03_i4"><a name="fog_type, fog"></a><a name="s03_03_02_03_i5"><a name="s03_03_02_03_i6"><a name="distance, fog"></a><a name="s03_03_02_03_i7"><a name="s03_03_02_03_i8"><a name="turbulence, fog"></a><a name="s03_03_02_03_i9"><a name="s03_03_02_03_i10"><a name="turb_depth, fog"></a><a name="s03_03_02_03_i11"><a name="s03_03_02_03_i12"><a name="omega, fog"></a><a name="s03_03_02_03_i13"><a name="s03_03_02_03_i14"><a name="lambda, fog"></a><a name="s03_03_02_03_i15"><a name="s03_03_02_03_i16"><a name="octaves, fog"></a><a name="s03_03_02_03_i17"><a name="s03_03_02_03_i18"><a name="fog_offset, fog"></a><a name="s03_03_02_03_i19"><a name="s03_03_02_03_i20"><a name="fog_alt, fog"></a><a name="s03_03_02_03_i21"><a name="s03_03_02_03_i22"><a name="up, fog"></a><a name="s03_03_02_03_i23">
<p>
If it is not necessary for light beams to interact with atmospheric media, then <code>fog</code> may be a faster
way to simulate haze or fog. This feature artificially adds color to every pixel based on the distance the ray has
traveled. The syntax for fog is:
</p>
<pre>
FOG:
fog { [FOG_IDENTIFIER] [FOG_ITEMS...] }
FOG_ITEMS:
fog_type Fog_Type | distance Distance | COLOR |
turbulence <Turbulence> | turb_depth Turb_Depth |
omega Omega | lambda Lambda | octaves Octaves |
fog_offset Fog_Offset | fog_alt Fog_Alt |
up <Fog_Up> | TRANSFORMATION
</pre>
<p>
Fog default values: <a name="s03_03_02_03_i24">
</p>
<pre>
lambda : 2.0
fog_type : 1
fog_offset : 0.0
fog_alt : 0.0
octaves : 6
omega : 0.5
turbulence : <0,0,0>
turb_depth : 0.5
up : <0,1,0>
</pre>
<a name="s03_03_02_03_i25"><a name="fog_type"></a><a name="s03_03_02_03_i26"><a name="ground fog"></a><a name="s03_03_02_03_i27"><a name="constant fog"></a>
<p>
Currently there are two fog types, the default <code>fog_type 1</code> is a constant fog and <code>fog_type 2</code>
is ground fog. The constant fog has a constant density everywhere while the ground fog has a constant density for all
heights below a given point on the up axis and thins out along this axis.
</p>
<p>
The color of a pixel with an intersection depth <em>d</em> is calculated by
</p>
<p>
<em> PIXEL_COLOR = exp(-d/D) * OBJECT_COLOR + (1-exp(-d/D)) * FOG_COLOR</em>
</p>
<p>
<a name="s03_03_02_03_i28"><a name="distance"></a> <a name="s03_03_02_03_i29"> where <em>D</em> is the specified
value of the required fog <code>distance</code> keyword. At depth 0 the final color is the object's color. If the
intersection depth equals the fog distance the final color consists of 64% of the object's color and 36% of the fog's
color.
</p>
<p class="Note">
<strong>Note:</strong> for this equation, a distance of zero is undefined. In practice, povray will
treat this value as "fog is off". To use an extremely thick fog, use a small nonzero number such as 1e-6 or
1e-10.
</p>
<p>
<a name="s03_03_02_03_i30"><a name="fog_offset"></a><a name="s03_03_02_03_i31"><a name="fog_alt"></a> For ground
fog, the height below which the fog has constant density is specified by the <code>fog_offset</code> keyword. The <code>fog_alt</code>
keyword is used to specify the rate by which the fog fades away. The default values for both are 0.0 so be sure to
specify them if ground fog is used. At an altitude of <em><code> Fog_Offset+Fog_Alt</code></em> the fog has a density
of 25%. The density of the fog at height less than or equal to <em>Fog_Offset</em> is 1.0 and for height larger than
than <em>Fog_Offset</em> is calculated by:
</p>
<p>
<em> <code> 1/(1 + (y - Fog_Offset) / Fog_Alt) ^2</code></em>
</p>
<p>
The total density along a ray is calculated by integrating from the height of the starting point to the height of
the end point.
</p>
<p>
The optional <code>up</code> vector specifies a direction pointing up, generally the same as the camera's up
vector. All calculations done during the ground fog evaluation are done relative to this up vector, i. e. the actual
heights are calculated along this vector. The up vector can also be modified using any of the known transformations
described in "<a href="#l126">Transformations</a>". Though it may not be a good idea to scale the up vector
- the results are hardly predictable - it is quite useful to be able to rotate it. You should also note that
translations do not affect the up direction (and thus do not affect the fog).
</p>
<p>
The required fog color has three purposes. First it defines the color to be used in blending the fog and the
background. Second it is used to specify a translucency threshold. By using a transmittance larger than zero one can
make sure that at least that amount of light will be seen through the fog. With a transmittance of 0.3 you will see at
least 30% of the background. Third it can be used to make a filtering fog. With a filter value larger than zero the
amount of background light given by the filter value will be multiplied with the fog color. A filter value of 0.7 will
lead to a fog that filters 70% of the background light and leaves 30% unfiltered.
</p>
<p>
Fogs may be layered. That is, you can apply as many layers of fog as you like. Generally this is most effective if
each layer is a ground fog of different color, altitude and with different turbulence values. To use multiple layers
of fogs, just add all of them to the scene.
</p>
<p>
<a name="s03_03_02_03_i32"> You may optionally stir up the fog by adding turbulence. The <code>turbulence</code>
keyword may be followed by a float or vector to specify an amount of turbulence to be used. The <code>omega</code>, <code>lambda</code>
and <code> octaves</code> turbulence parameters may also be specified. See section "<a href="#l127">Pattern
Modifiers</a>" for details on all of these turbulence parameters.
</p>
<p>
<a name="s03_03_02_03_i33"><a name="turb_depth"></a> Additionally the fog turbulence may be scaled along the
direction of the viewing ray using the <code>turb_depth</code> amount. Typical values are from 0.0 to 1.0 or more. The
default value is 0.5 but any float value may be used.
</p>
<p class="Note">
<strong>Note:</strong> the fog feature will not work if the camera is inside a non-hollow object (see
section "<a href="s_128.html#s03_06_01_02">Empty and Solid Objects</a>" for a detailed explanation).
</p>
<h4><a name="s03_03_02_04">3.3.2.4 </a>Sky Sphere</h4>
<a name="s03_03_02_04_i1"><a name="sky_sphere"></a><a name="s03_03_02_04_i2"><a name="sky_sphere, keyword"></a><a name="s03_03_02_04_i3">
<p>
The sky sphere is used create a realistic sky background without the need of an additional sphere to simulate the
sky. Its syntax is:
</p>
<pre>
SKY_SPHERE:
sky_sphere { [SKY_SPHERE_IDENTIFIER] [SKY_SPHERE_ITEMS...] }
SKY_SPHERE_ITEM:
PIGMENT | TRANSFORMATION
</pre>
<p>
The sky sphere can contain several pigment layers with the last pigment being at the top, i. e. it is evaluated
last, and the first pigment being at the bottom, i. e. it is evaluated first. If the upper layers contain filtering
and/or transmitting components lower layers will shine through. If not lower layers will be invisible.
</p>
<p>
The sky sphere is calculated by using the direction vector as the parameter for evaluating the pigment patterns.
This leads to results independent from the view point which pretty good models a real sky where the distance to the
sky is much larger than the distances between visible objects.
</p>
<p>
If you want to add a nice color blend to your background you can easily do this by using the following example.
</p>
<pre>
sky_sphere {
pigment {
gradient y
color_map {
[ 0.5 color CornflowerBlue ]
[ 1.0 color MidnightBlue ]
}
scale 2
translate -1
}
}
</pre>
<p>
This gives a soft blend from <code>CornflowerBlue</code> at the horizon to <code>MidnightBlue</code> at the zenith.
The scale and translate operations are used to map the direction vector values, which lie in the range from <-1,
-1, -1> to <1, 1, 1>, onto the range from <0, 0, 0> to <1, 1, 1>. Thus a repetition of the color
blend is avoided for parts of the sky below the horizon.
</p>
<p>
In order to easily animate a sky sphere you can transform it using the usual transformations described in "<a href="#l126">Transformations</a>".
Though it may not be a good idea to translate or scale a sky sphere - the results are hardly predictable - it is quite
useful to be able to rotate it. In an animation the color blendings of the sky can be made to follow the rising sun
for example.
</p>
<p class="Note">
<strong>Note:</strong> only one sky sphere can be used in any scene. It also will not work as you
might expect if you use camera types like the <a href="s_100.html#s03_03_01_02_02">orthographic</a> or <a href="s_125.html#s03_05_11_10">cylindrical</a>
camera. The orthographic camera uses parallel rays and thus you will only see a very small part of the sky sphere (you
will get one color skies in most cases). Reflections in curved surface will work though, e. g. you will clearly see
the sky in a mirrored ball.
</p>
<h4><a name="s03_03_02_05">3.3.2.5 </a>Rainbow</h4>
<a name="s03_03_02_05_i1"><a name="rainbow"></a><a name="s03_03_02_05_i2"><a name="rainbow, keyword"></a><a name="s03_03_02_05_i3"><a name="s03_03_02_05_i4"><a name="direction, rainbow"></a><a name="s03_03_02_05_i5"><a name="s03_03_02_05_i6"><a name="angle, rainbow"></a><a name="s03_03_02_05_i7"><a name="s03_03_02_05_i8"><a name="width, rainbow"></a><a name="s03_03_02_05_i9"><a name="s03_03_02_05_i10"><a name="distance, rainbow"></a><a name="s03_03_02_05_i11"><a name="s03_03_02_05_i12"><a name="jitter, rainbow"></a><a name="s03_03_02_05_i13"><a name="s03_03_02_05_i14"><a name="up, rainbow"></a><a name="s03_03_02_05_i15"><a name="s03_03_02_05_i16"><a name="arc_angle, rainbow"></a><a name="s03_03_02_05_i17"><a name="s03_03_02_05_i18"><a name="falloff_angle, rainbow"></a><a name="s03_03_02_05_i19">
<p>
Rainbows are implemented using fog-like, circular arcs. Their syntax is:
</p>
<pre>
RAINBOW:
rainbow { [RAINBOW_IDENTIFIER] [RAINBOW_ITEMS...] }
RAINBOW_ITEM:
direction <Dir> | angle Angle | width Width |
distance Distance | COLOR_MAP | jitter Jitter | up <Up> |
arc_angle Arc_Angle | falloff_angle Falloff_Angle
</pre>
<p>
Rainbow default values: <a name="s03_03_02_05_i20">
</p>
<pre>
arc_angle : 180.0
falloff_angle : 180.0
jitter : 0.0
up : y
</pre>
<a name="s03_03_02_05_i21"><a name="width"></a><a name="s03_03_02_05_i22"><a name="arc_angle"></a><a name="s03_03_02_05_i23"><a name="falloff_angle"></a><a name="s03_03_02_05_i24"><a name="s03_03_02_05_i25"><a name="s03_03_02_05_i26">
<p>
The required <code>direction</code> vector determines the direction of the (virtual) light that is responsible for
the rainbow. Ideally this is an infinitely far away light source like the sun that emits parallel light rays. The
position and size of the rainbow are specified by the required <code>angle</code> and <code>width</code> keywords. To
understand how they work you should first know how the rainbow is calculated.
</p>
<p>
For each ray the angle between the rainbow's direction vector and the ray's direction vector is calculated. If this
angle lies in the interval from <em><code> Angle-Width/2</code></em> to <em><code> Angle+Width/2</code></em> the
rainbow is hit by the ray. The color is then determined by using the angle as an index into the rainbow's color_map.
After the color has been determined it will be mixed with the background color in the same way like it is done for
fogs.
</p>
<p>
<a name="s03_03_02_05_i27"> Thus the angle and width parameters determine the angles under which the rainbow will
be seen. The optional <code> jitter</code> keyword can be used to add random noise to the index. This adds some
irregularity to the rainbow that makes it look more realistic.
</p>
<p>
<a name="s03_03_02_05_i28"> The required <code>distance</code> keyword is the same like the one used with fogs.
Since the rainbow is a fog-like effect it is possible that the rainbow is noticeable on objects. If this effect is not
wanted it can be avoided by using a large distance value. By default a sufficiently large value is used to make sure
that this effect does not occur.
</p>
<p>
<a name="s03_03_02_05_i29"> The <code>color_map</code> statement is used to assign a color map that will be mapped
onto the rainbow. To be able to create realistic rainbows it is important to know that the index into the color map
increases with the angle between the ray's and rainbow's direction vector. The index is zero at the innermost ring and
one at the outermost ring. The filter and transmittance values of the colors in the color map have the same meaning as
the ones used with fogs (see section "<a href="#l123">Fog</a>").
</p>
<p>
The default rainbow is a 360 degree arc that looks like a circle. This is no problem as long as you have a ground
plane that hides the lower, non-visible part of the rainbow. If this is not the case or if you do not want the full
arc to be visible you can use the optional keywords <code>up</code>, <code> arc_angle</code> and <code>falloff_angle</code>
to specify a smaller arc.
</p>
<p>
<a name="s03_03_02_05_i30"> <a name="s03_03_02_05_i31"> The <code>arc_angle</code> keyword determines the size of
the arc in degrees (from 0 to 360 degrees). A value smaller than 360 degrees results in an arc that abruptly vanishes.
Since this does not look nice you can use the <code>falloff_angle</code> keyword to specify a region in which the
rainbow will smoothly blend into the background making it vanish softly. The falloff angle has to be smaller or equal
to the arc angle.
</p>
<p>
<a name="s03_03_02_05_i32"> The <code> up</code> keyword determines were the zero angle position is. By changing
this vector you can rotate the rainbow about its direction. You should note that the arc goes from <em>-Arc_Angle/2</em>
to <em> +Arc_Angle/2</em>. The soft regions go from <em>-Arc_Angle/2</em> to <em> -Falloff_Angle/2</em> and from <em>+Falloff_Angle/2</em>
to <em> +Arc_Angle/2</em>.
</p>
<p>
The following example generates a 120 degrees rainbow arc that has a falloff region of 30 degrees at both ends:
</p>
<pre>
rainbow {
direction <0, 0, 1>
angle 42.5
width 5
distance 1000
jitter 0.01
color_map { Rainbow_Color_Map }
up <0, 1, 0>
arc_angle 120
falloff_angle 30
}
</pre>
<p>
It is possible to use any number of rainbows and to combine them with other atmospheric effects.
</p>
<p>
<a name="l123">
<small><strong>More about "Fog"</strong></small>
</a>
<ul>
<li><small>
<a href="s_101.html#s03_03_02_03">3.3.2.3 Fog</a> in 3.3.2 Atmospheric Effects
</small>
<li><small>
<a href="s_164.html#s03_08_12_02">3.8.12.2 Fog</a> in 3.8.12 Atmospheric Effects
</small>
</ul>
</p>
<p>
<a name="l124">
<small><strong>More about "media"</strong></small>
</a>
<ul>
<li><small>
<a href="s_129.html#s03_06_02">3.6.2 Media</a> in 3.6 Interior & Media & Photons
</small>
<li><small>
<a href="s_163.html#s03_08_11">3.8.11 Media</a> in 3.8 Quick Reference
</small>
</ul>
</p>
<p>
<a name="l125">
<small><strong>More about "Media"</strong></small>
</a>
<ul>
<li><small>
<a href="s_129.html#s03_06_02">3.6.2 Media</a> in 3.6 Interior & Media & Photons
</small>
<li><small>
<a href="s_163.html#s03_08_11">3.8.11 Media</a> in 3.8 Quick Reference
</small>
</ul>
</p>
<p>
<a name="l126">
<small><strong>More about "Transformations"</strong></small>
</a>
<ul>
<li><small>
<a href="s_157.html#s03_08_05">3.8.5 Transformations</a> in 3.8 Quick Reference
</small>
<li><small>
<a href="s_63.html#s02_02_07_01">2.2.7.1 Transformations</a> in 2.2.7 POV-Ray Coordinate System
</small>
</ul>
</p>
<p>
<a name="l127">
<small><strong>More about "Pattern Modifiers"</strong></small>
</a>
<ul>
<li><small>
<a href="s_126.html#s03_05_12">3.5.12 Pattern Modifiers</a> in 3.5 Textures
</small>
<li><small>
<a href="s_162.html#s03_08_10_08">3.8.10.8 Pattern Modifiers</a> in 3.8.10 Texture
</small>
</ul>
</p>
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