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).

  • $\begingroup$ 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. $\endgroup$ – BlendingJake Nov 14 '14 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 '14 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 '15 at 17:43

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

  • $\begingroup$ 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 '15 at 11:33

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.