diff --git a/projects/voxelization/resources/shaders/shader.frag b/projects/voxelization/resources/shaders/shader.frag
index b5d1ccf6f64fd1f9256c1a51c2c5f86ba4c49f9d..25ec69acb77bace1134920bbcee56deb40bb936b 100644
--- a/projects/voxelization/resources/shaders/shader.frag
+++ b/projects/voxelization/resources/shaders/shader.frag
@@ -76,7 +76,7 @@ vec3 EnvBRDFApprox(vec3 SpecularColor, float Roughness, float NoV )
 }
 
 float isotropicPhase(){
-    return 1 / pi;
+    return 1 / (4 * pi);
 }
 
 vec3 volumetricLighting(vec3 colorIn, vec3 V, vec3 pos, float d){
diff --git a/projects/voxelization/src/main.cpp b/projects/voxelization/src/main.cpp
index 5036dadc92a1e83f5172efb7a5cf49495c10fde4..059f8a8cbad2ca0e509ebf7e539036afd07d2e21 100644
--- a/projects/voxelization/src/main.cpp
+++ b/projects/voxelization/src/main.cpp
@@ -486,9 +486,9 @@ int main(int argc, const char** argv) {
 	bool msaaCustomResolve = true;
 
 	glm::vec3   scatteringColor     = glm::vec3(1);
-	float       scatteringDensity   = 0.001;
+	float       scatteringDensity   = 0.005;
 	glm::vec3   absorptionColor     = glm::vec3(1);
-	float       absorptionDensity   = 0.001;
+	float       absorptionDensity   = 0.005;
 	float       volumetricAmbient   = 0.2;
 
 	auto start = std::chrono::system_clock::now();