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32bit float alpha
#3
For a single voxel yes, but don't you have to add all the transparencies from all the voxels along the camera ray in the volume to get the final look?
I mean imagine a couple of flames in a single line - each one of them is transparent (not fully opaque) but when you look at them all in one line they create a "solid" flame pixel that could have the alpha = 1. But this 1 was created by some process of accumulating transparencies from all the flames, right? I think even your fallof (visibility and shadow) functions are just based on assigning different weights to the voxels being accumulated - couldn't the result of this accumulation be greater than 1?
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