Single Scatter Albedo
Single scatter albedo color, this creates a fog in the interior of the glass surface. This would be useful for containers of silty or dirty (homogeneous) water. Extinction should not be black or 0. These settings are used/available when Refraction Gain is non-zero. Texturing requires a 3D Manifold to work.
The Interior Parameters are designed to be convenient for use with PxrPathTracer. When using PxrVCM and Trace Light Paths in lights, for example, this effect will fail to render in the current version.
Extinction color. This applies to the above Single Scatter Albedo. It should not be black for Single Scatter Albedo to work. This parameter selects the color that is most effected by extinction or combination of colors. Choosing pure red means red goes extinct but green and blue color combinations do not. Below there are two examples: Left is a monochromatic extinction color increased from 0 to 4.0 in RGB. Note we go beyond 1.0 here as the scale is scene-based. Right is a rotation of the color value for the effect, keep in mind since it's extinction, the resulting color is opposite the color wheel from the color chosen. High numbers also make the effect more thick or opaque, allow for the simulation of dirty water or maybe some orange juice. Again, values are based on scene scale so you may find yourself beyond 1.0
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Controls the directionality of the scattering. In the animation below we rotate from -0.9 to 0.9 directionality. With the light source mostly behind us, it will appear more solid with the negative values as light is scattered back towards us.
0 : isotropic
1 : forward
-1 : backward
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Allows multiscatter effects, may may your volume brighter as more light bounces are calculated inside the volume.
Allows volumes internally and externally to overlap, as though passing through the object.