Translucency Type – Selects the algorithm for calculating translucency (also called sub-surface scattering). Note that Refraction must be set to a color different than black, for this effect to be visible. None – When selected, the only available parameters are the Fog Color and Depth (cm). 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 – 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 – 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.
None Fog Color – The attenuation of light as it passes through the material. This option helps simulate the fact that thick objects look less transparent than thin objects. Note that the effect of the Fog Color depends on the absolute size of the objects and is therefore scene-dependent. 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 – Allows a node to be attached to control the strength of the fog effect.
Volumetric SSS Amount – Blends between full scattering and pure refraction. Scatter Color – Determines the color of the scattered light. Fog Color – Controls the absorption of the material. 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 – Allows a texture to be attached to control the strength of the fog effect.
SSS SSS amount – Blends between the diffuse color of the material and the SSS effect by reducing the diffuse component of the material and replacing it with the sub-surface scattering effect. SSS Color – Determines the color of the scattered light. Scatter Radius – Controls how far each of the red/green/blue components travels inside the volume. Scale (cm) – Controls the strength of the SSS effect. Fog Depth – Allows a node to be attached to control the strength of the SSS effect. |