Translucency type – Selects the algorithm for calculating translucency (also called sub-surface scattering). Note that Refraction must be enabled for this effect to be visible. See the example. None – When selected, the only available parameters are the Fog Color and Fog Depth. Together with the Refraction color, they determine the attenuation of light as it passes through the material. In this mode, there is no subsurface scattering. Volumetric (water) model – Works together with the Refraction Color to scatter light inside the object. This is useful for liquids and other highly transparent materials. The Refraction Color and Refraction Glossiness determine, respectively, how much of the interior of the object is visible and how rays interact with the object’s surface. SSS (wax) model – Works independently of the Refraction Color/Glossiness and is useful for skin, wax, marble, and other relatively opaque materials. Illumination method – Determines how direct illumination is computed for sub-surface scattering. Directional – The directional method tends to propagate more light in the direction from which the surface is lit. Uniform – The uniform method spreads light more uniformly inside the material. Note that it is not supported on V-Ray GPU. SSS Amount – Blends between full scattering and pure refraction. Scatter Color – Controls the scattering. This parameter can be mapped with a texture. Fog color – Controls the absorption of the material. This parameter can be mapped with a texture. Depth (cm) – Controls the strength of the fog effect. Higher values reduce the effect of the fog, making the material more transparent. Smaller values increase the fog effect, making the material more opaque. Fog depth – |