public override void Scatter_Late(ref OctaveRay Ray, ref Queue<OctaveRay> Rays, ref Random rand, Hare.Geometry.Vector Normal, double Cos_Theta)
            {
                double scat_sel = rand.NextDouble();
                if (scat_sel > Scattering_Coefficient[Ray.Octave, 2])
                {
                    // Specular Reflection
                    Ray.direction -= Normal * Cos_Theta * 2;
                    return;
                }
                else if (scat_sel > Scattering_Coefficient[Ray.Octave, 0])
                {
                    //Only for a certain portion of high benefit cases--
                    //// a. Create new source for scattered energy (E * Scattering).
                    //// b. Modify E (E * 1 - Scattering).
                    //Create a new ray...
                    OctaveRay tr = Ray.SplitRay(1 - Scattering_Coefficient[Ray.Octave,1]);
                    // this is the specular reflection. Save it for later.
                    tr.direction -= Normal * Cos_Theta * 2;

                    if (tr.t_sum == 0)
                    {
                        Rhino.RhinoApp.Write("Something's up!");
                    }

                    Rays.Enqueue(tr);
                }

                //If we are here, the original ray needs a scattered direction:
                Hare.Geometry.Vector diffx;
                Hare.Geometry.Vector diffy;
                Hare.Geometry.Vector diffz;
                double proj;
                //Check that the ray and the normal are both on the same side...
                if (Cos_Theta > 0) Normal *= -1;
                diffz = Normal;
                diffx = new Hare.Geometry.Vector(0, 0, 1);
                proj = Math.Abs(Hare.Geometry.Hare_math.Dot(diffz, diffx));

                if (0.99 < proj && 1.01 > proj) diffx = new Hare.Geometry.Vector(1, 0, 0);
                diffy = Hare.Geometry.Hare_math.Cross(diffz, diffx);
                diffx = Hare.Geometry.Hare_math.Cross(diffy, diffz);
                diffx.Normalize();
                diffy.Normalize();
                diffz.Normalize();

                double u1;
                double u2;
                double x;
                double y;
                double z;
                Hare.Geometry.Vector vect;
                u1 = 2.0 * Math.PI * rand.NextDouble();
                // random azimuth
                double Scat_Mod = rand.NextDouble();
                u2 = Math.Acos(Scat_Mod);
                // random zenith (elevation)
                x = Math.Cos(u1) * Math.Sin(u2);
                y = Math.Sin(u1) * Math.Sin(u2);
                z = Math.Cos(u2);

                vect = (diffx * x) + (diffy * y) + (diffz * z);
                vect.Normalize();

                //Return the new direction
                Ray.direction = vect;
            }
            public override void Scatter_Late(ref OctaveRay Ray, ref Queue <OctaveRay> Rays, ref Random rand, Hare.Geometry.Vector Normal, double Cos_Theta)
            {
                double scat_sel = rand.NextDouble();

                if (scat_sel > Scattering_Coefficient[Ray.Octave, 2])
                {
                    // Specular Reflection
                    Ray.direction -= Normal * Cos_Theta * 2;
                    return;
                }
                else if (scat_sel > Scattering_Coefficient[Ray.Octave, 0])
                {
                    //Only for a certain portion of high benefit cases--
                    //// a. Create new source for scattered energy (E * Scattering).
                    //// b. Modify E (E * 1 - Scattering).
                    //Create a new ray...
                    OctaveRay tr = Ray.SplitRay(1 - Scattering_Coefficient[Ray.Octave, 1]);
                    // this is the specular reflection. Save it for later.
                    tr.direction -= Normal * Cos_Theta * 2;

                    if (tr.t_sum == 0)
                    {
                        Rhino.RhinoApp.Write("Something's up!");
                    }

                    Rays.Enqueue(tr);
                }

                //If we are here, the original ray needs a scattered direction:
                Hare.Geometry.Vector diffx;
                Hare.Geometry.Vector diffy;
                Hare.Geometry.Vector diffz;
                double proj;

                //Check that the ray and the normal are both on the same side...
                if (Cos_Theta > 0)
                {
                    Normal *= -1;
                }
                diffz = Normal;
                diffx = new Hare.Geometry.Vector(0, 0, 1);
                proj  = Math.Abs(Hare.Geometry.Hare_math.Dot(diffz, diffx));

                if (0.99 < proj && 1.01 > proj)
                {
                    diffx = new Hare.Geometry.Vector(1, 0, 0);
                }
                diffy = Hare.Geometry.Hare_math.Cross(diffz, diffx);
                diffx = Hare.Geometry.Hare_math.Cross(diffy, diffz);
                diffx.Normalize();
                diffy.Normalize();
                diffz.Normalize();

                double u1;
                double u2;
                double x;
                double y;
                double z;

                Hare.Geometry.Vector vect;
                u1 = 2.0 * Math.PI * rand.NextDouble();
                // random azimuth
                double Scat_Mod = rand.NextDouble();

                u2 = Math.Acos(Scat_Mod);
                // random zenith (elevation)
                x = Math.Cos(u1) * Math.Sin(u2);
                y = Math.Sin(u1) * Math.Sin(u2);
                z = Math.Cos(u2);

                vect = (diffx * x) + (diffy * y) + (diffz * z);
                vect.Normalize();

                //Return the new direction
                Ray.direction = vect;
            }