# Forward Scattering

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).

• 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. – BlendingJake Nov 14 '14 at 17:50
• 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. – Nightshade Nov 14 '14 at 22:07
• You could try adding (not mixing) a translucent shader to the current material setup for the rings. – PGmath Jan 10 '15 at 17:43