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diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml
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<member name="volumetric_fog_density" type="float" setter="set_volumetric_fog_density" getter="get_volumetric_fog_density" default="0.05">
The base [i]exponential[/i] density of the volumetric fog. Set this to the lowest density you want to have globally. [FogVolume]s can be used to add to or subtract from this density in specific areas. Fog rendering is exponential as in real life.
A value of [code]0.0[/code] disables global volumetric fog while allowing [FogVolume]s to display volumetric fog in specific areas.
+ To make volumetric fog work as a volumetric [i]lighting[/i] solution, set [member volumetric_fog_density] to the lowest non-zero value ([code]0.0001[/code]) then increase lights' [member Light3D.light_volumetric_fog_energy] to values between [code]10000[/code] and [code]100000[/code] to compensate for the very low density.
</member>
<member name="volumetric_fog_detail_spread" type="float" setter="set_volumetric_fog_detail_spread" getter="get_volumetric_fog_detail_spread" default="2.0">
The distribution of size down the length of the froxel buffer. A higher value compresses the froxels closer to the camera and places more detail closer to the camera.