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when I try to render separate layers I have no transparent background reason for volumetric scattering. is there a way to solve this?

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Could you be a more specific? Attach simplified blend file with issue via https://blend-exchange.giantcowfilms.com/. Add screenshot with highlighted issue and ideally some reference how should it looks like for you fixed? Thank you


Here is something that seems to be working ... not perfect, but hard to say what is your story.

enter image description here enter image description here

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  • $\begingroup$ Do you really need the black background in the world surface? Once you add volume, the surface is ignored. blender.stackexchange.com/questions/19217/… $\endgroup$ – susu Jul 11 '20 at 20:55
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    $\begingroup$ @susu Sure I dont ... in this case (black like black). But I cant confirm envi is ignored with volume, even argument in your link make a sence, Volume in eevee world is not infinite it has start 0,1 m / end 100m by default in Render Properties. Here test with envi texture imgur.com/kpDTXKb so very low density and Anisotropy with 0,9x works as light catcher in "empty" space. $\endgroup$ – vklidu Jul 11 '20 at 21:21
  • $\begingroup$ interesting. Thanks for taking the time to explore this. $\endgroup$ – susu Jul 11 '20 at 21:28

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