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uniform volumes and colored density


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A lot of participating media have different effective opacities depending on wavelength, but it seems hard to marry this with the single density parameter on uniform volume objects.

Should I compute an average value from my shader's density, absorption and scattering parameters and set the vm_volumedensity as that? Something doesn't seem right about it.

Edited by jonp
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Sorry I mixed my terms... you can sort of think of R,G,B as red green and blue wavelengths, each with their own variable opacity... in the real world the "density" of a material is constant across colors since it's a separate measurement, but visually the opacity can change depending on the color.

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