Due to my intense experience trying to render orange juice in a glass I suggest an additional volume type.
Basic parameters like heterogeneous with following differences
Scattering size (particle size, length on axis)
Scattering density (distance between particles, 1 means distance equals particle size)
Scattering color / intensity (RGB, 0,0,0 passes all, 1,1,1 scatters homogeneous in particle volume).
Scattering density, size and color / intensity are related to x, y and z; they all accept 3D texture input or a function (linear, quadratic, cubic) respectively free hand drawn curve with only one value per axis point (value 0..1, axis 0..255). Input default is 1. Input is multiplied with its related scattering value.
Particles can be cubes or Rhombic dodecahedrons (RhDdh). Like cubes RhDdh can tesselate space gapless.
Possible uses for custom volumes are: clouds, fog, sand clouds, fog, sedimenting inhomogeneous mixtures, fruit juice, milk, turbid lakes
Light and Word designing Creator - www.farbigewelt.ch
- aka quantenkristall || #luxcorerender
Windows 10 Pro 64 || 2x16 Cores, AMD Ryzen 3950X @3.5GHz, 64 GB RAM, DDR4 @3.2 GHz
2x openCL, AMD Radeon RX 5700 XT, 8 GB VRAM || Gfp = SFFT Gflops