Mode – This parameter switches the volumetric medium computation of the material between volumetric scattering and subsurface scattering(SSS). Volumetric scattering is better for translucent, thin liquid, fog, or smoke-like media. SSS is better for very thick, opaque media, inside solid objects, such as skin, wax, or marble.
AbsorptionColor – The absorption is controlled by setting the color that an originally white ray has after traveling the specified distance in the medium. Lower distance values make the effect stronger. A distance of 0cm is a special value that disables the effect completely. It can be set as a constant color or mapped by a texture map. Texture – This slot defines the texture map or shader that is used instead of the above color. Mix mode – This parameter controls the blending mode of the texture map or shader over the color. Mix strength – This value controls the intensity of the texture map or shader that is used. Distance – This parameter specifies the traveling distance of an originally white ray after which the ray has the Absorption color. Lower distance values make the effect stronger. A distance of 0cm is a special value that disables the effect completely. Absorption parameters are only available if the Mode is set to Volumetric scattering. |
If the Mix strength is set to 100%, the texture map or shader completely overrides the color, unless the Mix mode is set to a different blending mode than Normal. |
FractionValue – Controls how much the material color is defined by subsurface scattering as opposed to diffuse reflection. A value of 0 results in no subsurface scattering, while a value of 1 results in full subsurface scattering and no diffuse component. It can be set as a numeric value or mapped by a texture map. Texture – This slot defines the texture map or shader that is used to control the fraction.
RadiusValue – This parameter defines the subsurface scattering radius, i.e. how far the color scatters from a place that was hit by a light beam. It can be set as a numeric value or mapped by a texture map. Texture – This slot defines the texture map or shader used to control the radius. Fraction and Radius parameters are only available if the Mode is set to SSS. |
ScatteringColor – This parameter defines the strength and color tint of the volumetric scattering inside the material. Setting a non-black value enables volumetric scattering/SSS effects for the material. Every time the light scatters inside the material, it gets multiplied by this value. It can be set as a constant color or mapped by a texture map. Texture – This slot defines the texture map or shader that is used instead of the above color. Mix mode – This parameter controls the blending mode of the texture map or shader over the color. Mix strength – This value controls the intensity of the texture map or shader that is being used. Directionality – This parameter specifies the directionality of scattering. A value of 0 produces isotropic (diffuse) scattering, positive values produce forward scattering and negative values produce backward scattering. The default value of 0 is suitable for most media, with the exception of clouds, where a higher positive number produces the effect of a silver lining. A value close to 1 or -1 increases the amount of image noise. Single bounce only – When enabled, only a single bounce (direct lighting) is scattered in the medium. This results in a biased (darker) but fast rendering. Useful e.g. for rendering god rays. If the Mix strength is set to 100%, the texture map or shader completely overrides the color, unless the Mix mode is set to a different blending mode than Normal. |
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