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I have solved the problems of rayleigh scattering and thanks to help of members here, created a new ring with buggy tools. Now I am curious about one more thing.

Is it possible to simulate forward scattering? Planet rings are brighter when viewed from the opposite side of the light source. I tried using the SSS shader but it does not replicate the effect. I would try using a volume shader (since anisotropy controls back versus forward scattering) but 2D textures do not influence volume density (I am using a radio occultation map of saturn's rings as the alpha texture).

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  • $\begingroup$ Maybe try mixing your other nodes with a Emission shader and using the Is Shadow Ray input for the mix value. This would mean it would emit light on the dark/shadow side of the rings. $\endgroup$ Nov 14, 2014 at 17:50
  • $\begingroup$ My goal was to have this scene of Saturn and its moons be as physically accurate as possible. But I will try the emission shader as a last resort. $\endgroup$
    – Nightshade
    Nov 14, 2014 at 22:07
  • $\begingroup$ You could try adding (not mixing) a translucent shader to the current material setup for the rings. $\endgroup$
    – PGmath
    Jan 10, 2015 at 17:43

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Here is the node setup is use for saturn's rings :
node setup!
Textures come from here.

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  • $\begingroup$ That's very helpful. I went through more of that guys page after visiting your link and the rings also change color depending on viewing angle. The anisotropy shader should help there. Thanks! $\endgroup$
    – Nightshade
    Mar 20, 2015 at 11:33

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