![]() Scatter Color – Specifies the internal scattering color for the material. For more information, see the Sub-Surface Color example below. Note that the Sub-surface color value is filtered/multiplied by the Overall color and both filter the Scatter color. Sub-surface Color – Specifies the general color for the sub-surface layer of the material. It is designed for translucent or refractive materials like juice or ice and works best when the Single scatter is set to Raytraced (Solid) or Raytraced (Refractive). This mode allows for control of the SSS components similar to that in the VRayMtl. The translucency for both components is multiplied by the scaled Scatter radius. Scatter coefficient and fog color – This mode uses a Scatter coefficient to define the outside scatter layer color and translucency, and a Fog color for the respective inside values. The preset materials are designed to work in this mode: skin, marble, potato etc. It is suitable for relatively opaque materials and works best when Single scatter is set to Simple or Raytraced (Solid). Sub-surface color and scatter radius – This mode uses a general Sub-surface color and an inside Scatter color that becomes visible in backlit parts of the objects that are thinner than the scaled Scatter radius. Procedural textures plugged in the Diffuse amount must have Alpha is luminance enabled.Ĭolor Mode – Allows the user to determine which method is used to control the sub surface scattering effect.
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