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).
Emission
shader and using theIs Shadow Ray
input for the mix value. This would mean it would emit light on the dark/shadow side of the rings. $\endgroup$