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so when i make a part, any part, and i plug in the volume scatter node to the volume input of the material output, i see the color i put in to the volume-scatter. but in the shadows of the object that don't get much light, the color is the opposite of the color I chose for the volume scatter (E.G when i make the volume scatter color blue, the shadows of the object are orange or red)

so i want to know why does this occur and how can i fix it, so the shadows are just black and nothing else.

you can see the color i put to the volume scatter node, and what the color the shadow is, i want to remove the opposite color and just make it blue and balck

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    $\begingroup$ This is the expected behavior. If the volume scatters purple light, it implies 2 things. First, on the surface of the volume (where rays just entered the volume), you see the purple color. Then, deeper in the volume, all purple light has been scattered. So the deeper light goes, the less purple there is in the light. So white light minus purple light equals green light. What behavior do you want exactly for your volume ? If you just want a purple volume, I'd suggest using a Principled Volume instead, or maybe a Volume Absorption but I doubt that's what you want. $\endgroup$ Commented yesterday
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    $\begingroup$ You can make an analogy with earth atmosphere. It scatters blue light more than red light. So you see the sky as blue. But at the same time, when sun is low on the horizon and light has to go through a lot of the atmosphere, you loose all blue light and so the light appears orange (white minus blue). That's exactly the same phenomenon. $\endgroup$ Commented yesterday
  • $\begingroup$ well i know the earth (and other planets with atmospheres) have the opposite atmosphere colors at sunset/sunrise, but when i make a planet the opposite colors appearing make the resulting atmosphere look weird, even at the dayside. what i was looking for was to minimize the opposite colors to mostly only appear close to the planets terminator line. thanks for helping me though! $\endgroup$ Commented yesterday
  • $\begingroup$ I think you can't really have a realistic atmosphere look with volume without cheating. Light in Blender is single-waved. When you set a white light, you just emit white rays. In our real world, sun's light is a continuous spectrum of wavelength, with green as the strongest color, but with an infinite amount of colors inside this white light. I think this explains why you need to cheat to have a realistic result with volume for simulating earth atmosphere. And you're welcome ! $\endgroup$ Commented yesterday
  • $\begingroup$ I quickly tried to reproduce atmosphere colors with different shades of blue, and indeed it doesn't really work. You would have to cheat and do a more sophisticate shaders to reach realistic colors. Because of single wavelength, as for my previous comment. $\endgroup$ Commented yesterday

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