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Preset –  – Specifies one of several available preset materials. They can be used directly or as a starting point for building custom materials. Most of the presets are based on measured data provided by Jensen et al. 3 ]. in A Practical Model for Subsurface Light Transport. They come with a scatter radius value measured in cm so depending on the scale of your scene, the Scale value might need adjusting. 

Scale – Controls the depth of scattering by multiplying the Scatter radius. This can be useful when your scene was not modeled to scale. The default value of 1 means that the Scatter radius is used as it is. For example, to render a 1:10 scale model, set the scale to 0.10. For more information, see the Scale and Scatter Radius example below. 

Index of refraction (IOR) – Specifies the index of refraction for the material. Most water-based materials like skin have an index of refraction of about 1.3.

 
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Diffuse and Sub-Surface Scattering Layers Parameters

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References
References

References

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Here is a list of links and references used when building the VRayFastSSS2 material.

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  • [1] H. C. Hege, T. Hollerer, and D. Stalling,   Volume Rendering: Mathematical Models and Algorithmic aspects
    An online version can be found at at http://www.cs.virginia.edu/~jdl/bib/appearance/subsurface/donner05.pdf (This link is no longer accessible.)
    Defines the basic quantities involved in volumetric rendering and derives the volumetric and surface rendering equations.
     
  • [2] T. Farrell, M. Patterson, and B. Wilson, A Diffusion Theory Model of Spatially Resolved, Steady-state Diffuse Reflectance for the Noninvasive Determination of Tissue Optical Properties in vivo , Med. Phys. 19(4), Jul/Aug 1992
    Describes an application of the diffusion theory to the simulation of sub-surface scattering; derives the base formulas for the dipole approximation used by Jensen et al. (see below).
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    [3] H. Jensen, S. Marschner, M. Levoy, and P. Hanrahan, A Practical Model for Subsurface Light Transport, SIGGRAPH'01: Computer Graphics Proceedings, pp. 511-518
    An online version of this paper can be found at http://www-graphics.stanford.edu/papers/bssrdf/
    Introduces the concept of BSSRDF and describes a practical method for calculating sub-surface scattering based on the dipole approximation derived by Farrell et al. (see above).
  • [4] H. Jensen and J. Buhler,   A Rapid Hierarchical Rendering Technique for Translucent Materials, SIGGRAPH'02: Computer Graphics Proceedings, pp. 576-581
    An online version of this paper can be found at http://graphics.ucsd.edu/~henrik/papers/fast_bssrdf/
    Introduces the idea of decoupling the calculations of surface illumination and the sub-surface scattering effect in a two-pass method; describes a fast hierarchical approach for evaluating subsurface scattering and proposes a reparametrization of the BSSRDF parameters for easier user adjustment.
  • [5] C. Donner and H. Jensen,   Light Diffusion in Multi-Layered Translucent Materials, SIGGRAPH'05: ACM SIGGRAPH 2005 Papers, pp. 1032-1039
    An online version of this paper can be found at https://sites.cs.ucsb.edu/~holl/pubs/hege-1993-vrm.pdf
    Provides a concise description of the original BSSRDF solution method presented by Jensen et al; extends the model to multi-layered materials and thin slabs using multipole approximation.