Light guiding backlights are a good solution to attain ambient or display illuminations. Generally, they are attained using intended macroscopic defects (dots). Their size, shape and density are designed using ray tracing software. Smaller defects have the fascinating feature that they may not be perceived by the eye. Such a light guide will therefore look transparent and undisturbed. However, such microscopic or even nanoscaled defects are well beyond the limitations of geometrical optics and therefore need other approaches for their design. An interesting alternative to surface defects are particles inside the material or a well-defined surface roughness. In contrast to a defect structure, particle densities or surface roughness cannot be changed without difficulty. These may, however, be much more easily manufactured. In this paper, a simple analytical method for the design of such light guides will be presented. This method is compared to the results of commercial software and will be used to design a homogeneous illumination adopting constant particle density inside the material.