:DOCUMENTATION:
Single Scatter shader is created just like any other Maya shader. Simply go in to the hypershader and find the Single Scatter shader and click. Then apply to an object as you normaly would.
:NOTE:
At the moment the only disadvantage of this shader is that there is no form of light classification so all lights by default are taken into consideration. The only workaround I have at the moment is to simply adjust the shader to lower settings to cope with the complex light setups.
Click the Single Scatter shader icon to make one.
:ATTRIBUTE INFORMATION:
:COLOR:
The surface color of the object.

:TRANSPARENCY:
Controls how transparent or opaque the material is. Black means completely opaque (the default), and white means completely transparent.

:AMBIENT COLOR:
Controls how much ambient color to color to add on the object. If there are ambient lights in the scene, then the color and brightness of those lights is used to control how much the ambient color contributes to the final color of the material.

:INCANDESCENCE:
makes a material appear opalescent, as if it were emmitting light itself, such as lava or a phosphorescent moss.

:BUMP MAPPING:
Will make the surface of the object appear to be rough with texture. Object appears to rough but its only happening during render time. Geometry of the Object is not affected.

:DIFFUSE:
controls how much of the light in the scene is reflected from the object. Most materials absorb some of the light falling on them, and scatter the rest.

:SCATTERING COLOR:
Controls the color that the scattering light will be in the material.

:SCATTERING:
Controls how much the material will scatter the light put into it, higher values will bounce more light. Lower values won't let the material bounce that much light back at the viewer.

:ANISOTROPY:
Controls how the direction of the scattering occurs. Positive values equal out to forward scattering. Negative values equal out to backward scattering.

:DEPTH:
Controls how much of the materials depth contributes to the scattering.

:OPPOSITION COLOR:
Controls the color of the opposition effect.

:OPPOSITION:
How the amount of opposition effect happening, this is an effect in thin materials that scatter light more. Higher values will cover the material more with the effect. Lower values keep the effect small and rim like around the material.

:BACKLIGHT COLOR:
Controls the color of the backlight effect.

:BACKLIGHT:
Controls the amount of light is allowed to bleed through the material from the resulting lights. This is the effect when you put a flash light behind a thin material.

:ECCENTRICITY:
Controls how big your specular highlights (also called 'hot spots') will be. The range is 0 to 0.9999, with larger values making larger highlights. Smaller values make objects appear more finely polished.

:SPECULAR ROLL OFF:
Controls the ability of a surface to reflect its surroundings

:SPECULAR COLOR:
Controls the color of the specular highlight.
Gooch Attributes