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SubsurfaceScattering

A full-featured subsurface scattering component. (See DiffuseSSS for a simplified version.) This component produces a realistic subsurface scattering effect; however, 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 the material and behind it.

This component is useful for representing translucent materials (for example, candle wax) and amorphous gemstones (for example, cloudy opal).

Editing a component using SubsurfaceScattering

Transmission

TransmissionColour

Controls the color of transmitted light. This can be a single color value or a texture map.

Input: Color or Map

TransmissionColour: White
TransmissionColour: White
TransmissionColour: Black
TransmissionColour: Black
TransmissionColour: Red
TransmissionColour: Red

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DiffuseColour

The basic surface color of the component, controlled by the DiffuseWeight parameter (see below). This can be a single color value or a texture map.

Input: Color or Map

DiffuseColour: White
DiffuseColour: White
DiffuseColour: Black
DiffuseColour: Black
DiffuseColour: Red
DiffuseColour: Red

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DiffuseWeight

Controls the balance between the DiffuseColour surface texturing and the more complex subsurface scattering effect. Increasing the value will reduce the contribution of subsurface scattering.

Range: 0.0 – 1.0

DiffuseWeight: 0.0
DiffuseWeight: 0.0
DiffuseWeight: 0.5
DiffuseWeight: 0.5
DiffuseWeight: 1.0
DiffuseWeight: 1.0

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Reflection

ReflectionColour

Controls the color of glossy highlights on the material. This can be a single color value or a texture map.

Input: Color or Map

ReflectionColour: White
ReflectionColor: White
ReflectionColour: Black
ReflectionColor: Black
ReflectionColour: Red
ReflectionColor: Red

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Roughness

Controls the size of glossy highlights on the material. Higher values will make reflections appear more blurred.

Range: 0.0 – 1.0

Roughness: 0.0
Roughness: 0.0
Roughness: 0.5
Roughness: 0.5
Roughness: 1.0
Roughness: 1.0

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Subsurface Scattering

SubsurfaceColour

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

SubsurfaceColour: White
SubsurfaceColour: White
SubsurfaceColour: Black
SubsurfaceColour: Black
SubsurfaceColour: Red
SubsurfaceColour: Red

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SubsurfaceScatterDistance

This value, in meters, 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 that it travels this distance through the material. Note that the useful range for this 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 – ∞

SubsurfaceScatterDistance: 0.005
SubsurfaceScatterDistance: 0.005
SubsurfaceScatterDistance: 0.01
SubsurfaceScatterDistance: 0.01
SubsurfaceScatterDistance: 0.1
SubsurfaceScatterDistance: 0.1

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SubsurfaceAbsorbDistance

This value, in meters, controls the overall strength of the subsurface absorption effect. Reducing this parameter will strengthen the effect. On average, light passing through the material will be attenuated by the SubsurfaceColour each time that it travels this distance through the material.

Range: 0.0 – ∞

SubsurfaceAbsorbDistance: 0.01
SubsurfaceAbsorbDistance: 0.01
SubsurfaceAbsorbDistance: 0.1
SubsurfaceAbsorbDistance: 0.1
SubsurfaceAbsorbDistance: 0.5
SubsurfaceAbsorbDistance: 0.5

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Refraction

IOR

Index of Refraction.

Range: 0.0 – 50.0

IOR: 1.1
IOR: 1.1
IOR: 1.5
IOR: 1.5
IOR: 2.0
IOR: 2.0

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AbbeNumber

Controls the spectral dispersion effect. A non-zero value will enable dispersion, with the strength of the dispersion effect depending on the Abbe number in a physically realistic manner. A low value will result in strong dispersion; a high value will result in weak dispersion. Types of glass are often classified according to their Abbe number, with typical values ranging between 20 and 85.

Range: 0.0 – ∞

AbbeNumber: 0.0
AbbeNumber: 0.0
AbbeNumber: 1.0
AbbeNumber: 1.0
AbbeNumber: 5.0
AbbeNumber: 5.0

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Material Components using SubsurfaceScattering

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Base

SubsurfaceScattering: CloudyGem
CloudyGem
SubsurfaceScattering: PlasticTranslucent(SSS)
PlasticTranslucent(SSS)
SubsurfaceScattering: Wax(SSS)
Wax(SSS)


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