Whenever I apply a volume shader to an object (polygons, nurbs, etc) to simulate fog INSIDE the object, it seems like the fog continues to an infinite distance BEHIND the object as well. I made the surface shader transparent (so you can see the fog) and things that should be visible through the volume shaded object dissappear into the fog behind it. Does anyone know how to make the volume shader stay confined within the volume of an object? Is this just a bug with the volume shaders?