Fix [#27438] Volume Material Density Inaccuracy
Lower density limit for shading optimisation was set too high
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@@ -605,7 +605,7 @@ static void volumeintegrate(struct ShadeInput *shi, float *col, float *co, float
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for (; t0 < t1; pt0 = t0, t0 += stepsize) {
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const float density = vol_get_density(shi, p);
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if (density > 0.01f) {
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if (density > 0.00001f) {
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float scatter_col[3] = {0.f, 0.f, 0.f}, emit_col[3];
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const float stepd = (t0 - pt0) * density;
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