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I'm working on lighting a scene in which I need to have both an Environment texture for the background and Volume Scatter for light cones, but when I check the volume section in World setting and choose the Volume Scatter, the environment becomes black background (but the lighting works as I want).

I'm using Blender 2.72

How can this be fixed?

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This is a known limitation, and it's not exactly a bug.

Because the world background is an infinite distance away and a world volume shader is assumed to be infinitely large, there is a bit of a problem. No matter how low the density of the volume is, it will completely absorb all light going an infinite distance through it.

The solution

You can use a finite object volume instead of an infinite world volume.

To do this, create a largish cube object or any shape which encloses your entire scene (or at least the part which should have fog/mist/whatever in it).

By adding a volume shader to this object, you can create a finite volume around your scene which you have much more control over. See my answer here for more detail.

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  • $\begingroup$ I can't still get it to work,here is what I'm doing: I add this Cube that contains my scene, then i apply volume scatter and environment texture to volume and surface of this cube. $\endgroup$ – Shanty Nov 26 '14 at 18:46
  • $\begingroup$ @Shanty The cube shouldn't have anything in its surface output. It's fine having a world background that is infinitely far away, the problem is having an infinitely large volume. $\endgroup$ – gandalf3 Nov 26 '14 at 19:01

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