Table of Contents

This page provides information on the Skin Node in V-Ray for Blender.

 

Overview


This node is the default material node. It requires that a BRDF node is connected to its input.

 

 

 

UI Path


 

||Node Editor|| > Add > Material > Skin

 

Node


Max Sss Amount - Limits the total contribution of the sub-surface scattering layers to the specified value. If the sum of the individual shallow, medium, and deep scattering layers exceeds the Max Sss Amount value, the amounts are re-normalized so that their sum is the same as the Max Sss Amount.

Max Reflection Amount - Limits the total contribution of the reflection layers to the specified value. If the sum of the Primary reflection amount and the Secondary reflection amount exceeds this value, the amounts are re-normalized so that their sum is the same as Max reflection amount.

Opacity - Controls the opacity of the material.

Diffuse Color - The color for the diffuse layer.

Diffuse Amount - The relative contribution of the diffuse layer to the material.

Shallow Color - The color for the shallow scattering layer.

Shallow Amount - The relative contribution of the shallow scattering layer to the material.

Shallow Radius - The distance that light is scattered within the shallow layer in cm.

Medium Color - The color for the medium scattering layer.

Medium Amount - The relative contribution of the medium scattering layer to the material.

Medium Radius - The distance that light is scattered within the medium layer in cm.

Deep Color - The color for the deep scattering layer.

Deep Amount - The relative contribution of the deep scattering layer to the material.

Deep Radius - The distance that light is scattered within the deep layer in cm.

Primary Reflection Color - The color for the primary reflections.

Primary Reflection Amount - The relative contribution of the primary reflection layer to the material.

Primary Reflection Glossiness - The glossiness value for the primary reflection.

Secondary Reflection Color - The color for the secondary reflections.

Secondary Reflection Amount - The relative contribution of the secondary reflection layer to the material.

Secondary Reflection Glossiness - The glossiness value for the secondary reflection.

 

 


 

Parameters


Scattering - Selects the type of algorithm used to calculate the SSS effect:

  • Prepass-based - This algorithm approximates sub-surface scattering by precomputing an illumination map on the surface of the object; this map is built using V-Ray's prepass system (the same one used for the irradiance map and interpolated glossy reflections/refractions). The advantage of this method is that it is quite fast because the illumination map is only computed for the portions of objects that are visible to the camera. Also, the amount of calculations is proportional to the screen space taken up by the object. A disadvantage is that no information is generated for parts of objects outside the screen, which may lead to incorrect results for objects which are only partially visible. Since the distribution of the samples depends on the camera position, flickering is possible in animation. Finally, objects that are far away from the camera may be sampled insufficiently, leading to incorrect results.

  • Object-space - This algorithm also approximates sub-surface scattering by precomputing illumination on the object's surface; however the points are distributed directly on the surface on the object with a specified density. This method avoids the problems of flickering and insufficient sampling for far-away objects, however, it may calculate a lot more illumination points that are needed strictly to render the image.

  • Raytraced - This method uses raytracing to distribute points on the object's surface. It does not require precomputation and is suitable for use with the Progressive image sampler. The only disadvantage of this method is that it can introduce noise in the image if the raytraced samples are insufficient.

Scale - Allows the user to quickly scale the sub-surface scattering effect up or down. This is a multiplier for the individual shallow, medium, and deep radius values.

Primary Reflection

Subdivs - Determines the number of samples used for computing glossy reflections from the primary reflection layer. This parameter has effect only when the Use Local Subdivs option is enabled from the Global DMC Sampler Settings.

Fresnel - When enabled, a Fresnel term will be applied to the strength of the reflection.

IOR - The IOR value used to compute reflection strength if primary reflection Fresnel is enabled.

Secondary reflection

Subdivs - Determines the number of samples used for computing glossy reflections from the secondary reflection layer. This parameter has effect only when the Use Local Subdivs option is enabled from the Global DMC Sampler Settings.

Fresnel - When enabled, a Fresnel term will be applied to the strength of the reflection.

IOR - The IOR value used to compute reflection strength if secondary reflection Fresnel is enabled.

Scatter GI - When this option is enabled, GI is taken into account when calculating multiple scattering. Otherwise, GI is approximated as if the surface is diffuse. Turning this option on leads to more accurate results when using GI, but may slow down the rendering.

Subdivs - Determines the number of samples used to compute multiple sub-surface scattering.

Rate - This parameter determines the resolution of the prepass used to compute the helper illumination map when the type is set to Prepass-based. Larger values produce more accurate results, but take longer to compute. For example, a value of -1 means that the prepass will be done at half the image resolution, 0 means that the prepass will be done with the full image resolution etc., and 1 means twice the image resolution etc.

ID - Different Skin materials with the same value of the ID parameter share the same illumination map. This is useful if different materials are applied to parts of the same object, but a smooth transition between them is required. A value of 0 means that the particular Skin material uses its own illumination map.

Accuracy - This parameter controls the quality of the approximation of the multiple scattering effect when the type is Prepass-based or Object-space. Larger values produce more accurate results, but are slower to render. Lower values render faster, but too low values may produce blocky artifacts on the surface.

Auto Density - This parameter is used with the Object-based, and it tells the material to attempt to automatically determine the required density of the illumination samples. Note: currently this option does not work very reliably.

Samples Per Unit - When multiple scattering is computed with an Object-based, this parameter determines the number of illumination samples per unit area of the object. Larger values produce more samples and more dense sampling that captures surface illumination details better, but may slow down the rendering and take more RAM. Lower values render faster, but too low values may not capture the surface illumination accurately leading to artifacts. The Preview samples option can be used to visualize the position of the samples.

Surface Offset - Used with Object-based, this parameter specifies a small distance above the surface of the object where the illumination is actually computed, in order to avoid "surface acne" artifacts.

Preview Samples - This option can be used to visualize the samples in the Object-based scattering.

Max distance - Used with the Preview samples option and specifies how large the visualized samples will be.

Background color - Used with the Preview samples option to specify the background against which the samples are visualized.

Samples color - Used with the Preview samples option to specify the color of the individual samples.

Trace reflections - This option enables tracing of reflections from the primary and secondary reflection layers. When disabled, only highlights are computed. This can be used to speed up the shader calculations when reflections do not contribute significantly to the shader's appearance.

Max. depth - Specifies the maximum reflection depth for the primary and secondary reflection layers.

Cutoff - Allows the user to skip the calculation of very dim reflections the contribution of which is below the cutoff value.