Single Scattering – Controls how the single scattering component is calculated. For more information, see the Single Scattering Mode example below. None – No single scattering component is calculated. Simple – Approximates the single scattering component from the surface lighting. This option is 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 highly translucent materials 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 also produces transparent shadows. Multiple Scattering – Specifies the method used to calculate the subsurface scattering effect. Prepass-Based Illumination Map – Uses an approach similar to the irradiance map to approximate the sub-surface scattering effect. It requires a prepass and the quality of the final result depends on the Prepass Rate parameter Object-Based Illumination Map – Similar to the Prepass-Based Illumination Map in that it also creates an illumination map used to approximate the final result. The only difference is the method used for sample placement. Rather than using the resolution of the image as a guide, the samples are placed based on the surface area of the geometry. When this mode is used the final quality depends on the Samples/Unit Area parameter. Raytraced – True raytracing inside the volume of the geometry is used to get the subsurface scattering effect. This method is physically accurate and produces the best results. None (Diffuse Approximation) – Disables multiple scattering. Instead, the subsurface scattering effect is calculated using diffuse approximation. Scatter GI – Determines whether the material accurately scatters 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. 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 speeds up rendering. Prepass Blur – Determines if the material uses a simplified diffuse version of the multiple scattering when the Prepass Rate for the direct lighting map is too low to adequately approximate it. A value of 0.0 causes the material to always use the illumination map. However, for objects that are far away from the camera, this may lead to artifacts or flickering in animations. Larger values control the minimum required samples from the illumination map in order to use it for approximating multiple scattering. Prepass Rate – SSS accelerates the calculation of multiple scattering by precomputing the lighting at different points on the surface of the object and storing them in a structure called an illumination map. An illumination map is similar to the irradiance map used to approximate global illumination, and uses the same prepass mechanism built into V-Ray that is also used for interpolated glossy reflections/refractions. The Prepass Rate parameter determines the resolution at which surface lighting is computed during the prepass phase. A value of 0 means that the prepass is at the final image resolution; a value of -1 means half the image resolution, and so on. For high quality renders, it is recommended to set this to 0 or higher, as lower values may cause artifacts or flickering in animations. If the chosen prepass rate is not sufficient to approximate the multiple scattering effect adequately, SSS replaces it with a simple diffuse term. This can happen, for example, for objects that are very far away from the camera, or if the subsurface scattering effect is very small. This simplification is controlled by the Prepass Blur parameter. For more information, see the Prepass Rate example below. Prepass ID – Allows several SSS materials to share the same illumination map. This could be useful if you have different SSS materials applied on the same object. If the Prepass ID is 0, then the material computes its own local illumination map. If this is greater than 0, then all materials with the specified ID share the same map. Interpolation Accuracy – Controls the approximation quality of the multiple scattering effect when the type is Prepass-Based Illumination Map or Object-Based Illumination Map. Larger values produce more accurate results but are slower to render. Lower values render faster, but values that are too low may produce blocky artifacts on the surface. Prepass Mode – Controls the way V-Ray handles the illumination map for the subsurface scattering. New – Calculates a new map for every frame of the animation and then discards it after rendering. Save (Per-Frame) – Calculates a new map and saves on the hard drive for every frame of the animation. Load (Per-Frame) – Looks for and loads a previously saved illumination map for each frame of the animation. Save/Load (First Frame) – Creates/loads a single illumination map for all frames of the animation when only the camera is moving. Prepass File – Specifies a file name for the illumination map to be saved or loaded from. Auto Density – When enabled, V-Ray automatically chooses an appropriate value for the Samples/Unit Area parameter. Samples / Unit Area – Controls the resolution of the illumination map by setting a number of samples for each square unit of surface. Higher values make V-Ray take more samples and produce a better result. Available when Multiple Scattering is set to Object-Based Illumination Map. Surface Offset – To prevent artifacts, each sample is taken a tiny distance away from the actual surface in the direction of the normal. This parameter controls the offset from the surface. Preview Samples – When enabled, V-Ray renders an image that displays the samples distribution along the surface of the geometry. It can be used for debugging artifacts. Max Distance – Represents each preview sample as a circle in the final image. This parameter allows you to specify the radius of the sample. Background Color – Specifies the color of the geometry where there are no preview samples present. Samples Color – Specifies the color of the preview samples. |