Atmospheric Effects

Any number of atmospheric effects may be associated with the default medium (``air'').

<#4948#><#4948#>
<#1443#>fog<#1443#> #math142##tex2html_wrap_inline4950# #math143##tex2html_wrap_inline4952#
Add exponential fog with the specified <#606#>thinness<#606#> and <#607#>color<#607#>.
Fog is simulated by blending the color of the fog with the color of each ray. The amount of fog color blended into a ray color is an exponential function of the distance from the ray origin to the point of intersection divided by the specified <#609#>thinness<#609#> for each color channel. If the distance is equal to <#610#>thinness<#610#>, a ray's new color will be half of the fog color plus half its original color.

<#4953#><#4953#>
<#1448#>mist<#1448#> #math144##tex2html_wrap_inline4955# #math145##tex2html_wrap_inline4957# <#1451#>zero scale<#1451#>
Add global low-altitude mist of the specified color. The color of a ray is modulated by a fog with density that varies linearly with the difference in z coordinate6.1between the ray origin and the point of intersection. The thinness values specify the transmissivity of the fog for each color channel. The base altitude of the mist is given by <#617#>zero<#617#>, and the apparent height of the mist can be modulated using <#618#>scale<#618#>, which scales the difference in altitude used to compute the fog.

<#4961#><#4961#>
<#1454#>fogdeck<#1454#> <#1455#>altitude<#1455#> <#1456#>offset<#1456#> #math146##tex2html_wrap_inline4963# <#1458#>chaoscale<#1458#> #math147##tex2html_wrap_inline4965# #math148##tex2html_wrap_inline4967#
Add low-altitude fog, with transmissivity modulated by a chaotic function.