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This page provides information on the VRayMtlSSS node.

 

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Overview

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VRayMtlSSS is a material that is primarily designed for rendering of translucent materials like skin, marble etc. The implementation is based on the concept of BSSRDF originally introduced by Jensen et al. (see the references below) and is a more or less physically accurate approximation of the sub-surface scattering effect, while still being fast enough to be used in practice. 

The VRayMtlSSS is a complete material with diffuse and reflection components that can be used directly, without the need of a VRayBlendMtl material. More exactly, the material is composed of three layers: a reflection layer, a diffuse layer, and a sub-surface scattering layer. The sub-surface scattering layer is comprised of single and multiple scattering components. Single scattering occurs when light bounces once inside the material. Multiple scattering results from light bouncing two or more times before leaving the material.

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