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The SSS tab has three identical options for subsurface scattering control.

SSS Mix – Enables or disables the SSS options.

SSS Mode – Sets the Sub Surface Scattering Mode.

SSS Density Scale – Additionally scales the SSS radius parameters. Normally, the material takes the scene scale into account when calculating the subsurface scattering effect. However, if the scene was not modeled to scale, this parameter can be used to adjust the effect.

SSS Weight – The relative contribution of the shallow scattering layer to the material.

SSS Color – The color for the shallow scattering layer.

Texture – Specifies a texture map to be used as the SSS Color.

Mix Strength – Specifies the blend amount of the texture.

SSS Radius – The distance that light is scattered within the shallow layer.

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Options



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MATERIAL ID

Material Id Enabled – Enables the use of Material ID.

Material IDThe color used by the Material ID render element. You can also use a shader here.

Multimatte IDThe integer ID of the material to be used by the Multimatte render element.


ROUND EDGES

Round Edges Enabled Enables the round edges effect, which uses bump mapping to smooth out the edges of the geometry during render time.

RadiusSpecify a radius (in world units) for the round edges effect. Since the actual geometry is not being changed and only the normals of the faces are affected, large values may produce undesirable effects.

Consider Same Object OnlyWhen enabled, the rounded corners are produced only along edges that belong to the same object which has the attribute applied. When disabled, rounded corners are also produced along edges formed when the object with the attribute intersects other objects in the scene. 

CornersChoose which edges are considered in the calculation. Possible options are:

Covex and Concave – Considers all edges. 
Convex Only 
– Only applies Round Edges effect to edges with convex angles. 
Concave Only – 
Only applies Round Edges effect to edges with concave angles. 


Reflect Max Depth –  The number of times a ray can be reflected. Scenes with many reflective and refractive surfaces might require higher values to look correct.

Reflect Subdivs – Determines the number of samples when V-Ray is calculating Reflection.

SSS Subdivs – Determines the number of samples when V-Ray is calculating SSS.

Consider All Objects – When enabled, the V-Ray AI Surface considers all intersecting objects with Al Surface when calculating the sub-surface scattering effect to allow for the effect to "bleed through". This option is not available in V-Ray GPU.

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Preview Settings

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Override Preferences – When enabled, the parameters in this tab override the global preferences of the scene for the selected material.

Enable Preview – When disabled, the previews of the material in the Viewport and the Material Editor are disabled. The material is displayed in all black. This saves on processing power.

Enable Global Illumination – When disabled, global illumination is not calculated for the current material preview.

Quality – Determines the quality of the material previews. Higher values give more detail but slow down processing.

Editor Map Size – Determines the resolution of the material preview. If you have extra-detailed textures applied to the material, this option allows you to preview those textures in higher resolution at the preview step, without needing to render.

Default
64×64 (16 KB)
128x128 (64 KB)
256x256 (256 KB)
512x512 (1 MB)
1024x1024 (4 MB)
2048x2048 (16 MB)
4096x4096 (64 MB)

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