jonp Posted August 13, 2013 Share Posted August 13, 2013 I've been doing some reseach on volume shading and am working to design a reference shader that is 'correct', from a sort of academic standpoint. When using PBR, the results of F automatically get multiplied by Of. Which leads me to wonder: if I want to account for out-scattering, I assume I should multiply the density by my scattering color so the extinction/opacity gets tinted appropriately. However, do I need to multiply F by that same color to account for the in-scattering? Or is that theoretically accounted for by multiple volume bounces? Based on my testing I can't seem to tell either way. Not multiplying F by the scattering color seems to not tint the secondary bounces enough, though. -Jon Quote Link to comment Share on other sites More sharing options...
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