Hi Matt
Thanks for the info, well explained.
In my experience clouds get darker when density increases and vice versa.
Consequently I need to tweak cloud (scattering) colour and the propagation/fake scattering settings.
I know it's a matter for tweaking the scatter function curve as you explained to me some time ago somewhere else.
However, also in the light of this topic, how does this actually work?
In my experience it seems there's more to it than only cloud (scatter) colour.
For instance, how does this scatter function curve look and how do they relate to the glow settings and cloud (scatter) colour?
Because whenever I do clouds I always have unwanted burned-out glow 'at the side where the sun is'.
Setting both glow power and amount to 0 still results in burned out parts in the clouds.
Likely there's a recommended density for cumulus clouds, but what is it? Which value represents real world the most.
In my experience something along 0.025 to 0.075 (measured by eyeballing how trees fade into these clouds and check with reference).
I remember you helped someone once with reproducing ice crystals on Mars and there you gave a pretty descriptive step by step on your approach and thoughts throughout the whole process.
Can you do something similar for this? Start with a default cloud layer, set up density shader (I have a couple of good ones) and set up cloud node.
Or the other way around, because the density shader is also important in how the density set in the cloud node really turns out.
Obviously, there seems no end to it

Cheers,
Martin