Credit goes to Evic that taught me in the first place. It's fairly easy as you just have to create a DAZ primitive to surround the scene with the appropriate parameters. Step by step below:
- Create Primitive Box / Sphere that encompasses the scene.
- Glossy Layered Weight --> 0
- Glossy Reflectivity --> 0
- Refraction Index --> 1
- Refraction Weight --> 1
- Thin Walled --> Off
- Scattering Measurement Distance --> About 50
- SSS Amount --> About 0.01
- SSS Direction --> 0.50
Essentially the first 4 surface changes stops the primitive acting like a solid box, whilst the last 4 create the scattering. You need to play around with the last 3 numbers to get the degree of mist / dust / scattering you desire. Knowing the above eliminates the need to procure an asset such as Godrays.
I would also note that when you introduce a scattering field, the image will not converge. Hence you need to render at high resolution and down-sample. For example, the image above I rendered at 6400 x 3600, then down-sampled to 1920 x 1080. However with this level of down-sampling you can get away with about 50 iterations.
Another example of what can be done with the same scattering field (old image I have posted before). This image uses a single emissive light source from the skin on the characters palm:
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