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This page provides some details on the settings available for the Fast SSS Material in V-Ray.
Overview
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General Parameters
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Diffuse and Sub-Surface Scattering Layers Parameters
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Example: Sub-Surface Color
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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.
The Scatter color is set to beige.
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Example: Scatter Color
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The Sub-surface color is white.
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Example: Scatter Coefficient
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This example demonstrates the effect of and the relation between the Scatter Coefficient and the Fog color parameters when the Scatter Mode is set to Scatter Coefficient and Fog Color. The Fog color is set to white for all the images.
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Example: Fog Color
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This example demonstrates how Fog Color works together with the Scatter Coefficient color. The Scatter Coefficient color is white for all the images.
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Example: Scatter Radius and Scale
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This example shows the effect of the Scatter radius and Scale parameters. Note how increasing them allows the inside (Scatter coefficient) color to show up more and leads to a softer look.
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Example: Phase Function
This example shows the effect of the Phase function parameterthe 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.
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The red arrow represents a ray of light going through the volume; the black arrows represent possible scattering directions for the ray.
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Example: Phase Function: Light Source
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This example demonstrates the effect of the Phase function parameter when there is a light source inside the volume. The material uses Color mode: Scatter coefficient and fog color, large Scatter radius and Single scatter: Raytraced (Refractive).
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Specular Layer Parameters
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Cut-off threshold – Specifies a threshold below which reflections are not traced. V-Ray tries to estimate the contribution of reflections to the image, and if it is below this threshold, these effects are not computed. Do not set this to 0.0 as it may cause excessively long render times in some cases. This parameter is not available when the render engine is set to CUDA.
Trace reflections – Enables the calculations of glossy reflections. When disabled, only highlights are calculated.
Trace depth – Specifies the number of reflection bounces for the material.
Options
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.
Front lighting – Enables the multiple scattering component for light that falls on the same side of the object as the camera.
Back lighting – Enables the multiple scattering component for light that falls on the opposite side of the object as the camera. If the material is relatively opaque, turning this off will speed up rendering.
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.
Subdivs – Controls the quality of the subsurface scattering effect. Lower values will render faster, but the result will be noisier. Higher values take longer but produce smoother results. Note that this parameter is available for changing only when Use local subdivs is enabled in the DMC Sampler Settings. This parameter is not available when the renderer is set to CUDA.
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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 scattering effect. |
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Options
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In the second set of images, the Scatter radius is set to 50.0 cm. In this case, the material is quite transparent, and the difference between the different Single scatter modes is apparent. Note also the transparent shadows with the Raytraced (refractive) mode.
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Bump and Normal
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References
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Here is a list of links and references used when building the VRayFastSSS2 the VRayFastSSS2 material.
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