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scale
scale

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Example: Scale


This example shows the effect of the Scale parameter. Note how larger values make the object appear more translucent. The images are rendered without GI to better show the sub-surface scattering. The Single scatter parameter was set to Raytraced (solid).

Section
bordertrue
Column
width30%

 

Column
width40%
Image slider
startIndex1
Panel
borderStylenone

Scale = 1

Panel
borderStylenone

Scale = 3

Panel
borderStylenone

Scale = 6

Column
width30%

 

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Example: Sub-Surface Color

 

This example and the next demonstrate the effect of and the relation between the Scatter Color and the Sub-Surface Color parameters. Note how changing the Sub-surface color changes the overall appearance of the material, whereas changing the Scatter Color only modifies the internal scattering component. For all three renders, the Scatter Color is set to green.

Section
bordertrue
Column
width30%

 

Column
width40%
Image slider
startIndex1
Panel
borderStylenone

Sub Surface Color = Red

Panel
borderStylenone

Sub Surface Color = Green

Panel
borderStylenone

Sub Surface Color = Blue

Column
width30%

 

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Anchor
scatterColor
scatterColor

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Example: Scatter Color

 

The Sub-Surface Color is set to green for all the following renders.

Section
bordertrue
Column
width30%

 

Column
width40%
Image slider
startIndex1
Panel
borderStylenone

Scatter Color = Red

Panel
borderStylenone

Scatter Color = Green

Panel
borderStylenone

Scatter Color = Blue

Column
width30%

 

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Example: Scatter Radius

 

This example shows the effect of the Scatter Radius parameter.

Section
bordertrue
Column
width30%

 

Column
width40%
Image slider
startIndex1
Panel
borderStylenone

Scatter Radius = 1.0cm

Panel
borderStylenone

Scatter Radius = 2.0cm

Panel
borderStylenone

Scatter Radius = 6.0cm

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width30%

 

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phaseFunction
phaseFunction

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Example: Phase Function

This example shows the effect of the Phase Function parameter. This parameter can be likened to the difference between diffuse reflection and glossy reflection on a surface. However, it controls the reflectance and transmittance of a volume. Its effect is quite subtle, and mainly related to the single scattering component of the material.

The red arrow represents a ray of light going through the volume; the black arrows represent possible scattering directions for the ray.

Section
bordertrue
Column
width30%
 
Column
width40%
Image slider
startIndex1
Panel
borderStylenone

Phase Function = -0.9 (Backward Scattering)
More light comes out. 

Phase Function = -0.5 (Backward Scattering)

Panel
borderStylenone

Phase Function = 0 (Isotropic Scattering)

More light exits object. 

Phase Function = 0 (Isotropic Scattering)

Panel
borderStylenone

Phase Function = 0.0 (Forward Scattering)
More light is absorbed object. 


Phase Function = 0.5 (Forward Scattering)

Column
width30%

 

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Example: Phase Function: Light Source


This example demonstrates the effect of

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the Phase

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function parameter when there is a light source inside the volume.

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 The material uses Color mode: Scatter coefficient and fog color, large Scatter radius and Single scatter: Raytraced (Refractive).

Section
Column
width20%

 

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bordertrue

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Column
width

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60%
Image slider

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minLabel-0.9
maxLabel0.7
Panel
borderStylenone

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Image Removed

Phase Function = -0.9

Image Added 

Panel
borderStylenone

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Image Removed

Phase Function = 0

Image Added 

Panel
borderStylenone

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Image Removed

Phase Function = 0.9

Image Added 

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width

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20%

 

 

Specular Layer  

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Section
Column
width60%

Some of the options are available only in Advanced mode.

Reflections – Enables the calculations of reflections. When disabled, only specular highlights are calculated. 

Color – Determines the specular color for the material.

Amount – Determines the specular amount for the material. Note that there is an automatic Fresnel falloff applied to the specular component, based on the IOR of the material.

Glossiness – Determines the glossiness (highlights shape). A value of 1.0 produces sharp reflections, lower values produce more blurred reflections and highlights.

Reflection Depth – Specifies the number of reflection bounces for the material.

Column
width5%

 

Column
width35%

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Fancy Bullets
typecircle
  • The BRDFSSS2Complex material computes sub-surface scattering only during the final image rendering. During other GI calculations phases (e.g. light cache or photon mapping), the material is calculated as a diffuse a diffuse one.

  • For the reason explained above, BRDFSSS2Complex will render as a diffuse one with the progressive path tracing mode of the light cache.

  • You can layer several BRDFSSS2Complex materials using a VRayBlendMtl material a Blend material in order to recreate more complex sub-surface scattering effects. In this case, any raytraced single scattering will only be calculated for the base material, but multiple scattering, reflections etc will work correctly for any layer. It might be helpful to use the Prepass ID parameter to make the materials share the same illumination map so that some of the calculations are reused.

  • Materials created with previous version, which are migrated to a default value - Raytraced (geometry_based_sampling = 2)

  • The option Multiple Scatter is now legacy. Materials created with versions prior to V-Ray 5, have their Multiple Scatter migrated to Raytraced.

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Here is a list of links and references used when building the BRDFSSS2Complex material.

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