---
title: "VRayScatterVolume"
canonical: "https://documentation.chaos.com/space/VMAX/113575800/VRayScatterVolume"
format: markdown
---
This page provides information on the Volume Scatter Material.

 

## **Overview**

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## **Properties**

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> Macro (anchor)



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### **Example: Phase Function**

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These images represent the how different values of the **Phase function** parameter affect the raytracing inside the volume. The red arrow represents a ray of light going through the volume; the black arrows represent possible scattering directions for the ray.

 

 

## **Maps Parameters**

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### **Advanced Parameters**

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## **Usage Notes**

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## **Sample Usage**

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The ice chunk shown below was created as a dense mesh with a rough surface. Strong lights were placed to point at the object, both above and below it.

 

![image](media://bb1fcb51-969c-42eb-881f-15163db37505)

 

A single [VRayBlendMtl](https://docs-chaos.atlassian.net/wiki/spaces/VMAX/pages/113575796) was applied to the entire object. This material setup consists of the following:

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### VRayMtl Details

The VRayMtl creates the icy "coat" around the object. Settings include:

- Reflection, Refraction, Fog colors: White
- Bump, Reflection Glossiness, and Refraction Glossiness maps: Color Correction maps that adjust brightness and contrast of an ice bitmap. See Material Editor diagram above for a look at the bitmap.

 

> Macro (anchor)



## **Notes**

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- When using [VRayBlendMtl ](https://docs-chaos.atlassian.net/wiki/spaces/VMAX/pages/113575796)with VRayScatterVolume as base and a refractive [VRayMtl](https://docs-chaos.atlassian.net/wiki/spaces/VMAX/pages/113586760) as coat, it is strongly recommended to assign pure white as the blend amount, otherwise the result will not be physically accurate and it will lead to longer render times.