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A component for representing materials such as shampoo and shower gel.
Defines the basic color of the component, controlled by the DiffuseWeight parameter (see below).
Input: Color or Map
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Controls the balance between the DiffuseTexture surface texturing and the light transmitted through the interior of the material. Increasing the value will make the material appear more opaque.
Range: 0.0 – 1.0
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Controls how strong the glossy highlights appear when looking straight on.
Range: 0.0 – 1.0
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Controls how strong the glossy highlights appear when looking at a very shallow angle.
Range: 0.0 – 1.0
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Controls how quickly the strength of glossy highlights changes between the normal and grazing values as you move across the surface.
Range: 0.01 – 25.0
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Controls the size of glossy highlights. Higher values will result in more blurred reflections.
Input: 0.0 – 1.0 or Map
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Controls the color of the inside of the material. Light passing through the material will be absorbed gradually, based on this color. The thicker the object, the more light will be absorbed. A pure white color means there will be no absorption; a pure black color means all light is absorbed as soon as it enters the material. This must be a single color value, it cannot be a texture map or noise function.
Input: Color
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This value, in meters, 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 that it travels this distance through the material.
Range: 0.0 -
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Index of Refraction. Controls the amount of ideal (non-glossy) reflection on the surface of the material.
Range: 0.0 – 50.0
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Can be used to create gel effects such as bubbles and sheens within the subsurface.
Input: 0.0 – 1.0 or Map
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Base
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