Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.

...

Section
Column
width60%

Subsurface Scattering is a material that is primarily designed to render 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.

Subsurface Scattering is a complete material with diffuse and specular components that can be used directly, without the need of a Blend material. Specifically, the material is composed of three layers: a specular 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.

Column
width5%

 

Column
width35%

 

 

UI Path

...

||V-Ray Asset Editor|| > Materials (right-click) > Subsurface Scattering

||V-Ray Asset Editor|| > Materials (left-click) > Subsurface Scattering



UI Options

...

Section
Column
width60%

The Subsurface Scattering material settings are organized in Basic and Advanced modes. You can switch the mode from the toggle button under the Preview Swatch or globally from the Configuration rollout of the Settings tab.

From the Add Attribute button, you can select additional attributes that can add up to the appearance of the material. For more information, see the Attributes section.

UI Text Box
typetip
Holding down Ctrl (or Cmd on macOS) while having the Add Attribute menu open, allows selecting multiple entries without closing the dropdown.

The context menu of the Color slot provides options to Copy and Paste, as well as to Reset the color.

A Reset option is provided in the context menu of each Number Slider. You can reset the slider value to the default one.

Column
width5%
 
Column
width35%

 

 

Parameters

...

Section
Column
width60%

Some of the parameters are available only in Advanced mode.

Scale – Additionally scales the subsurface scattering radius. Normally, Subsurface Scattering takes the scene units 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. For more information, see the Scale example below.

Index of Refraction  – Specifies the index of refraction for the material. Most water-based materials like skin have IOR of about 1.3.

Overall Color – Controls the overall coloration for the material. This color serves as a filter for both the diffuse and the sub-surface component.

Opacity – Specifies how opaque or transparent the material is.

Column
width5%

 

Column
width35%

...

Section
bordertrue
Column
width30%

 

Column
width40%
Image slider
startIndex1
Panel
borderStylenone


Scale = 1

Panel
borderStylenone

Scale = 3

Panel
borderStylenone

Scale = 6

Column
width30%

 

 

 

Diffuse Layer

...

Section
Column
width60%

Diffuse Color – Specifies the color of the diffuse portion of the material.

Diffuse Amount – The amount for the diffuse component of the material. Note that this value in fact blends between the diffuse and sub-surface layers. When set to 0.0, the material does not have a diffuse component. When set to 1.0, the material has only a diffuse component, without a sub-surface layer. The diffuse layer can be used to simulate dust etc. on the surface.

Column
width5%

 

Column
width35%

 

 

Sub-Surface Layer

...

Section
Column
width60%

Some of the options are available only in Advanced mode.

Sub-Surface Color – Specifies the general color for the sub-surface portion of the material. For more information, see the Sub Surface Color example below. 

Scatter Color – Specifies the internal scattering color for the material. Brighter colors cause the material to scatter more light and to appear more translucent; darker colors cause the material to look more diffuse-like. For more information, see the Scatter Color example below.

Scatter Radius (cm) – Determines the specular color for the material. For more information, see the Scatter Radius example below. 

Phase Function – A value between -1.0 and 1.0 that determines the general way light scatters inside the material. Its effect can be somewhat likened to the difference between diffuse and glossy reflections from a surface, however the phase function controls the reflection and transmittance of a volume. A value of 0.0 means that light scatters uniformly in all directions (isotropic scattering); positive values mean that light scatters predominantly forward in the same direction as it comes from; negative values mean that light scatters mostly backward. Most water-based materials (e.g. skin, milk) exhibit strong forward scattering, while hard materials like marble exhibit backward scattering. This parameter affects most strongly the single scattering component of the material. Positive values reduce the visible effect of single scattering component, while negative values make the single scattering component generally more prominent. For more information, see the Phase Function example or the Phase Function: Light Source example below. 

Column
width5%

 

Column
width35%

...

 

Section
bordertrue
Column
width30%

 

Column
width40%
Image slider
startIndex1
Panel
borderStylenone

Phase Function = -0.9

Panel
borderStylenone

Phase Function = 0

Panel
borderStylenone

Phase Function = 0.9

Column
width30%

 

 

 

Specular Layer  

...

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%

 

 

Scattering Options

...

Section
Column
width60%

The options in this rollout allow you to control the quality of the final result. This rollout is available only in Advanced mode.

Single Scatter – Controls how the single scattering component is calculated. For more information, please see the Single Scatter Presets example below.

None  No single scattering component is calculated.
Simple – The single scattering component is approximated from the surface lighting. This option is useful for relatively opaque materials like skin, where light penetration is normally limited. 
Raytraced (solid)   The single scattering component is accurately calculated 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 option is useful for highly translucent materials like marble or milk, which at the same time are relatively opaque. 
Raytraced (refractive) – Similar to the Raytraced (solid) mode, but refraction rays are traced as well. This option is useful for transparent materials like water or glass. In this mode, the material also produces transparent shadows.  

Scatter GI – Controls whether the material accurately scatters global illumination. When disabled, the GI is calculated using a simple diffuse approximation on top of the subsurface scattering. When enabled, the GI is included as part of the surface illumination map for multiple scattering. The latter is more accurate especially for highly translucent materials, but may slow down the rendering quite a bit. 

Refraction Depth – Determines the depth of refraction rays when the single scatter parameter is set to Raytraced (solid)

Column
width5%

 

Column
width35%

...

Section
bordertrue
Column
width30%

 

Column
width40%
Image slider
Panel
borderStylenone

Preset = Simple

Panel
borderStylenone

Preset = Ray Traced Solid

Panel
borderStylenone

Preset = Ray Traced Refractive

Panel
borderStylenone

Preset = Simple

Panel
borderStylenone

Preset = Ray Traced Solid

Panel
borderStylenone

Preset = Ray Traced Refractive

Column
width30%

 

 

 

Multipliers

...

Section
Column
width60%

This rollout is available only in Advanced mode.

Mode – Specifies one of the following methods for adjusting textures.

Multiply – Multipliers can be specified to adjust colors and textures.
Blend Amount – Blend amounts can be specified to adjust colors and textures.

Opacity – Controls the intensity of the Opacity value, which determines how opaque or transparent the overall material is.

Overall Color – Controls the intensity of the material's Overall Color.

Diffuse Color – Controls the intensity of the material's diffuse color.

Diffuse Amount – Blends between a texture assigned (if such) and the a color. 

Sub-Surface Color – Controls the intensity of the material's sub-surface color.

Scatter Color – Controls the intensity of the internal scattering color.

Specular Color – Controls the intensity of the material's specular color.

Specular Glossiness – Controls the sharpness intensity of the material's specular highlights, which affects the highlight shape.

Column
width5%

 

Column
width35%

 

 

Binding

...

Section
Column
width60%

Binding – Enables connection/binding between V-Ray and the corresponding base application material.

Color – Enables color binding. Changing the V-Ray material color changes the corresponding base application material color and vice versa.

Texture Mode – Enables texture binding. Changing the V-Ray material texture changes the corresponding base application material texture and vise versa. 

Auto – By default binds the Diffuse texture to the base app material. 
Texture Helper – Allows the use of a helper texture as a base application material map. The same helper is used if the binded texture is a procedural map. This is useful if every time you have to set texture placement for a map that can't be displayed accurately in the base app. 
Custom – Allows the use of a custom texture as base application material map.

Disabling this parameter allows changing the base app material texture without affecting the V-Ray material. 

Column
width5%

 

Column
width35%

 

 

Override Control

...

Can be Overridden – When enabled, the material can be overridden by the Material Override option in the Settings.

...

Expand
titleMaterial ID

Material ID


 

Section
Column
width60%

ID Number – Isolates objects as an R/G/B mask in the MultiMatte render elements.

ID Color – Allows you to specify a color to represent this material in the Material ID VFB render element. 

UI Text Box
typeinfo

Each material is assigned with an automatically generated ID Color.

Column
width5%

 

Column
width35%

 

 

Notes

...

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 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 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.
  • The 2D mapping (landscape)  method only supports one UV mapping channel.

 

 

...

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

...