@gaieus said:
Instead of fog however (which will drastically increase your render time anyway), how about using some DOF (a DOF map could be exported in no time from Kerky and you can apply it in PP supposedly quite easily).
I rudely discovered the time penalty of Kerky's fog feature (and I couldn't control the starting plane & depth.) While I called it "fog" in my original post, I actually reverted to using a "block" of volumetric smoked glass, which produced the effect that I was after.
I removed the reflection & refraction parameters from the definition of the smoked (dielectric) glass material, retaining only the semi-transparent grey color. Rendering produces increasingly darker blacks, relative to distance from the camera. The technique, additionally, reduces the bounds of the rendering task, since Kerky doesn't have to calculate fog effects for the entire environment. The rendering engine only has to evaluate the geodesic weave and the smoked-glass block. (Much quicker.)
Setting the background to black essentially "hides" the glass block.
So, there's a trick for you folks trying to achieve fog effects -- Always strive to limit the bounds of the rendering environment.
The same trick will also work for achieving white "fog" effects.
-Taff