Scatter subdivs - determines the number of samples to make when evaluating the single scattering component when the Single scatter mode is set to Raytraced (solid) or Raytraced (refractive). Refraction depth - this 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 the rendering. Scatter GI - controls whether the material will accurately scatter global illumination. When off, the global illumination is calculated using a simple diffuse approximation on top of the sub-surface scattering. When on, 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. Cut-off threshold - this is a threshold below which reflections will not be 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. Prepass blur - controls if the material will use 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 will cause 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. Example: Color Changes Inside the MaterialThis example demonstrates how the apparent color of the material might change inside of objects. In the first set of images, the Scatter color is set to grey, while the Sub-surface color changes between red, green and blue. Note how the part of the surface that is directly lit appears with the Sub-surface color, while the portion of the object away from the light gradually blends into darkness. This is because the light colors specified by the Sub-surface color parameter are scattered out of the material near the surface, and only the remaining light passes through. (To better demonstrate this effect, the Single scatter mode is set to Raytraced (solid) for all images in this example.) 
The Sub-surface color is red (RGB 218, 58, 58) and the Scatter color is grey. |

The Sub-surface color is green (RGB 58, 218, 58) and the Scatter color is grey. |

The Sub-surface color is blue (RGB 58, 58, 218) and the Scatter color is grey. |
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This effect becomes less apparent if the colors are more saturated, as demonstrated in the following set of images: |

The Sub-surface color is red (RGB 218, 13, 13) and the Scatter color is grey. |

The Sub-surface color is green (RGB 13, 218, 13) and the Scatter color is grey. |

The Sub-surface color is blue (RGB 13, 13, 218) and the Scatter color is grey. |
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If this effect is not desired, the Scatter color should be modified. In the set of images below, the Sub-surface color is set as before, and in addition, the Scatter color is set to a more saturated version of the same color. |

The Sub-surface color is (RGB 218, 58, 58), and the Scatter color is (RGB 218, 13, 13). |

The Sub-surface color is (RGB 58, 218, 58), and the Scatter color is (RGB 13, 218, 13). |

The Sub-surfacecolor is (RGB 58, 218, 58), and the Scatter color is (RGB 13, 218, 13). |
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