Documentation
This is a full-featured subsurface scattering component (see DiffuseSSS for a simplified version). This component produces a more realistic subsurface scattering effect than other components, but this comes at the expense of rendering speed. All light in your scene will penetrate the object and you will be able to see objects through, and behind the material.
The basic color of the component, this is controlled by the DiffuseWeight parameter. This can be a single Color value or a texture map.
Input: Map/Color
Controls the balance between the DiffuseColor surface texturing and the more complex subsurface scattering effect. Increasing the value will reduce the contribution of subsurface scattering.
Range: 0.0 - 1.0
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Controls the Color of the inside of the material. Light passing through will gradually be absorbed and the thicker the object, the more light will be absorbed. A pure white tint means there will be no absorption, a pure black tint means all light is absorbed as soon as it enters the material.
Input: Map/Color
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This scale, in metres, controls the overall strength of the subsurface scattering effect. Reducing this parameter will strengthen the effect. On average, light passing through the material will undergo scattering each time it travels this distance through the material.
Range: 0.0 -
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This scale controls the overall strength of the subsurface scattering and absorption effects. Reducing this parameter will strengthen the effects. On average, light passing through the material will undergo scattering and absorption each time it travels this distance through the material. Note that the useful range for the distance scale parameter is between one-tenth and ten times the size of the object the material is applied to. Setting a value outside of this range will make little or no difference to the material's appearance.
Range: 0.0 -
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Controls the strength of the glossy highlights on the surface of the material. Higher values will make the reflections stronger.
Range: 0.0 - 1.0
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Controls the size of the glossy highlights. Higher values will make reflections appear more blurred.
Range: 0.0 - 1.0 or Map
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The index of refraction of the material.
Range: 0.0 -
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Base
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