So the volumes in Clarisse have a density value baked in from the density property parameter, and then you can use the shader to multiply values on top of that density through density multiplier. This forces you, if you want to remap the density, to divide it by itself in the shader before using the multiplier, or, as I have been doing, to calculate a second volume with a constant value of 1 for the density property, and then multiply it with a remapped density. Otherwise you end up with the density multiplying itself.

Is there a simpler way to do this?