Single scatter – – Controls how the single scattering component is calculated. For more information, see the Single Scatter Mode example below.
None – No single scattering component is calculated. Simple – Approximates the single scattering component from the surface lighting. This option is fast and useful for relatively opaque materials like skin, where light penetration is normally limited. Raytraced (solid) – Accurately calculates the single scattering component by sampling the volume inside the object. Only the volume is raytraced; no refraction rays on the other side of the object are traced. This is useful for materials with more pronounced sub-surface scattering effect like marble or milk, which at the same time are relatively opaque. Raytraced (refractive) – Similar to the Raytraced (solid) mode, but in addition refraction rays are traced. This option is useful for transparent materials like water or glass. In this mode, the material will also produce transparent shadows.
Refraction depth – Determines the depth of refraction rays when the Single scatter parameter is set to Raytraced (refractive) mode.
Multiple Scattering– Enables the subsurface scattering effect that is achieved by true raytracing inside the volume of the geometry.
Scatter GI – Determines whether the material will accurately scatter global illumination. When disabled, the global illumination is calculated using a simple diffuse approximation on top of the sub-surface scattering. When enabled, the global illumination is included as part of the surface illumination map for multiple scattering. This is more accurate, especially for highly translucent materials, but may slow down the rendering quite a bit.
Consider All Objects – – When enabled, the VRayFastSSS2 considers all intersecting objects with the same VRayFastSSS2 assigned when calculating the sub-surface scattering effect.
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The Multiple Scattering options from previous versions of V-Ray are no longer supported in V-Ray 4.0. Rendering scenes saved with previous V-Ray versions where those options were available will automatically switch to fully raytraced volume scattering. For example, scenes saved with the Prepass-based or Object-based Illumination map mode will render as if the mode was set to Raytraced. Disabling Multiple Scattering in V-Ray 4.0 renders as if the mode was set to None in previous versions, or in other words this disables the subsurface