System Information
Operating system: Windows-10-10.0.19043-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68
Blender Version
Broken: version: 3.1.0 Alpha, branch: master, commit date: 2021-12-25 21:08, hash: rBdd3a72f275b3
Short description of error
Dark voxels in a volume (size is directly related to volume resolution) appear when Min Light Bounces or Min Transparency Bounces are set too low when some kind of transparent interface is in front.
Also, they appear to get darker when bounces are increased.
Exact steps for others to reproduce the error
Place an object with a transparency, glass with a non-1.0 color, or Principled BSDF with transmission in front of a volume (add mesh Suzanne → add volume empty → mesh to volume modifier).
T93246 (Brecht triaged it as high priority) and T94394 are of this issue.
With one interface to go through, only 1 is needed for the Min Bounces. But when multiple interfaces are in front, more Bounces are needed (obviously). But as bounces increase, the dark voxels get darker until they are instantly gone.
With both Min Light and Transparency Bounces set to 0
With Light 0 going from Transparency 1 up to 7:
With Transparency 0 going from Light 1 to 7:
Both Light and Transparency 7
When Transparency is clear, adding even a clear glass object will then make it blocky again. No amount of Transparency can clear that.
Just set Light to 1 and it's fixed.
Then in this case, Light and Tran are 0, but it's clear through the glass?
And this is a single object with modeled geometry instead of different objects.




















