I'm using a Boolean Difference modifier to cut a cube and a sphere out of a cube.

Then, I've assigned the same material to all objects, and I've removed Surface, and added Volume Absorption:

The sphere and cube that are being cut are set to not show in the viewport:

The resulting object has excessive absorption along the cut surface between the sphere and the cube:

Why is the volume absorption causing absorption along the cut surfaces? How to remove the absorption along the cut surface?
Note:
- the objects are all using the same material
- I've selected the main cube, and done 'recalculate outside normals'.
- I'm using Cycles renderer
Update:
- I also tried applying the modifiers, moving the cutting sphere and cube out of the way, and redoing 'recalculate outside normals' => no change in appearance
Update2:
- screenshot showing I'm using Cycles:

- Also, a screenshot showing a sphere with 'Principled volume', and it is showing as a sphere, correctly:

Update 3:
- hmmmm, wierd, I created the scene from scratch, to log a bug, and it works now :thinking_face:
Note that here are the full steps that I followed, in order to fail to reproduce:
- Create a new 'General'
- rename the default cube to 'Main'
- Click on 'material properties'
- rename material to 'MyGlass1'
- under 'surface', click on 'Principled BSDF', and choose 'Remove'
- unfold 'Volume'
- click on 'None' , and choose 'Volume absorption'
- go to 'scene'
- change 'render engine' to 'Cycles'
- in 3d viewport, in top right, click on 'viewport shading'
- Create another object, eg an icosphere, call it eg 'Cutter'
- go to 'material properties'
- select 'myglass1' material, to assign MyGlass1 material to Cutter
- Select Main, go to Modifiers, and add a Boolean modifier
- select the eye-dropper from the Boolean modifier, and choose Cutter
- select Cutter
- go to 'Object properties'
- unfold 'Visibilty'
- unselect 'show in viewports' and 'show in renders'
- Go to 'world properties'
- Next to 'color', click on the yellow dot
- choose 'environment texture'
- choose machine_shop_02_1k.hdr file (from https://polyhaven.com/a/machine_shop_02)
- Observe that the boundary between Cutter and Main is darkly shaded
Update:
- ah, needs the cutting sphere to be smooth shaded
- so, modified reproduction procedure:
- Create a new 'General'
- rename the default cube to 'Main'
- Click on 'material properties'
- rename material to 'MyGlass1'
- under 'surface', click on 'Principled BSDF', and choose 'Remove'
- unfold 'Volume'
- click on 'None' , and choose 'Volume absorption'
- change color to blue, hex 0400FF
- go to 'scene'
- change 'render engine' to 'Cycles'
- in 3d viewport, in top right, click on 'viewport shading'
- Create an icosphere
- Rename the iconosphere to 'Cutter'
- go to 'material properties'
- select 'myglass1' material, to assign MyGlass1 material to Cutter
- in the 3d viewport, go to 'Object' menu, and choose 'Shade Smooth' (this is important! With shade flat, things work ok in fact)
- Select Main, go to Modifiers, and add a Boolean modifier
- select the eye-dropper from the Boolean modifier, and choose Cutter
- select Cutter
- go to 'Object properties'
- unfold 'Visibilty'
- unselect 'show in viewports' and 'show in renders'
- Observe that the boundary between Cutter and Main is darkly shaded

Can also try 'Apply'ing the Boolean modifier, which doesnt affect the result:
- select Main
- go to Modifiers
- Apply the Boolean operator
- select Cutter
- go to 'Object properties'
- select 'show in viewports' and 'show in renders' select Cutter
- in the 3d viewport, press 'g' for move, and move Cutter away from Main
- Observe that the boundary between where Cutter was and Main continues to be darkly shaded

