Overall color – Controls the surface coloration for the material. Color mode – Allows you to determine which method is used to control the sub surface scattering effect. Sub-surface color + scatter radius – The subsurface effect is controlled with the help of the Sub-surface color and Scatter color parameters. Scatter coefficient + fog color – The subsurface effect is controlled with the help of the Scatter coefficient and Fog color parameters. Sub-surface color – Specifies the general color for the sub-surface portion of the material. 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. Scatter coefficient – Specifies the subsurface color, just beneath the surface of the material. Fog color – Specifies the deep inside color of the object. Scatter radius – Controls the amount of light scattering in the material. Smaller values cause the material to scatter less light and to appear more diffuse-like; higher values make the material more translucent. Note that this value is specified always in centimeters (cm); the material automatically converts it into scene units based on the currently selected system units. 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 below. Bounces – Controls the number of bounces a ray of light makes inside the volume. |