\newpage \subsection{Participating media} \label{sec:media} \vspace{-1cm} \renderings{ \subfloat[A knitted sheep sweater (Ridged Feather pattern)]{ \fbox{\includegraphics[width=0.58\textwidth]{images/medium_sheep}}}\hfill \subfloat[A knitted sweater for an alien character (Braid Cables pattern)]{ \fbox{\includegraphics[width=0.32\textwidth]{images/medium_alien_cables}}}\hfill \vspace{-2mm} \caption{Participating media are not limited to smoke or fog: they are also great for rendering fuzzy materials such as these knitted sweaters (made using the \pluginref{heterogeneous} and \pluginref{microflake} plugins). Figure courtesy of Yuksel et al. \cite{Yuksel2012Stitch}, models courtesy of Rune Spaans and Christer Sveen.} } In Mitsuba, participating media are used to simulate materials ranging from fog, smoke, and clouds, over translucent materials such as skin or milk, to ``fuzzy'' structured substances such as woven or knitted cloth. This section describes the two available types of media (\pluginref{homogeneous} and \pluginref{heterogeneous}). In pratice, these will be combined with a phase function, which are described in \secref{phase}. Participating media are usually also attached to shapes in the scene. How this is done is described at the beginning of \secref{shapes} on page \pageref{sec:shapes}. When a medium permeates a volume of space (e.g. fog) that includes sensors or emitters, it is important to assign the medium to them. This can be done using the referencing mechanism: \begin{xml} \end{xml}