The Volume Feather operation smooths the edges of the scalar data in volume primitives. This is done either in an inwards or outwards direction. It sets the maximum rate of change in the volume, clamps either increasing or decreasing transitions, and can be thought of as a one-sided blur.
This node currently only works with standard Houdini volumes. It does not work with VDBs.
The volume primitives to be feathered.
The distance multiplier factor to use to adjust the change in the voxel value for each unit change in worldspace. Lower decay values will result in a larger feather radius.
If this voxel has value
V, and is distance
D from another voxel of value
W, the result is
MAX(V, W-decay*D) for outside and
MIN(V, W+decay*D) for inside. The result is for fog volumes to grow in the outside mode and shrink in the inside mode.