MaterialPhysicalSss#
(Sss)
- Category:
/Material/Physical
- Default object name:
sss
- Inherits from: ProjectItem > Material > MaterialPhysical
Description#
A sub-surface scattering physical material
Public Attributes#
Type | Name | Visual Hint | Description |
---|---|---|---|
long |
subsurface_model |
VISUAL_HINT_DEFAULT |
Technique used to simulate sub-surface scattering. A diffusion kernel cheaply approximates the aggregate light paths that reach the surface, and is a close match when the diffuse mean free path is smaller than the geometric features of the object onto which the material is applied. Instead, the random-walk scheme simulates actual scattering events inside the medium, which requires more computation and samples, but more accurately captures fine-scale illumination details. |
long |
diffusion_model |
VISUAL_HINT_DEFAULT |
Diffusion profile used to model the attenuation of light with distance due to subsurface scattering. The Gaussian profile is a blurry phenomenological model. The cubic profile is a sharper and more efficient approximation. The empirical profile is a good fit to actual SSS measurements. |
long |
max_bounces |
VISUAL_HINT_DEFAULT |
The maximum number of random-walk sub-surface bounces. |
long |
subsurface_preset |
VISUAL_HINT_DEFAULT |
Set of measured optical properties for several sample materials. |
long |
optical_mode |
VISUAL_HINT_DEFAULT |
Select how to specify the optical properties of the material. The volume mode is more physicist-friendly since it takes as input the intrinsic optical properties of the volume, and makes it possible for the user to copy-paste measured values from real-world materials (as may be found online and/or in the literature). The surface mode is more artist-friendly since it takes as input WYSIWYG-like parameters, and makes it possible for the user to eye-ball the expected overall appearance to quickly achieve a certain look. The hybrid mode is a mix of the volume and surface modes, and is mostly provided for backward-compatibility and portability purposes. |
double[3] |
volume_albedo |
VISUAL_HINT_RGB |
Single-scattering albedo of the volume particles, i.e., the color of the individual particles that scatter light inside the volume. |
double[3] |
volume_mean_free_path |
VISUAL_HINT_RGB |
Wavelength-dependent mean free path between individual extinction events in the volume, i.e., how far each color channel of a light beam penetrates on average into the volume before being absorbed or scattered by a particle. |
double[3] |
diffuse_albedo |
VISUAL_HINT_COLOR |
Average surface albedo resulting from all sub-surface scattering events inside the material. |
double |
diffuse_albedo_gain |
VISUAL_HINT_PERCENTAGE |
Scaling factor of all color channels of the diffuse albedo. |
double[3] |
diffuse_mean_free_path |
VISUAL_HINT_COLOR |
Wavelength-dependent diffuse mean free path traveled overall by light underneath the surface. |
double |
mean_free_paths_scale |
VISUAL_HINT_DISTANCE |
Scaling factor of the volume/diffuse mean free paths at all wavelengths. |
double |
mean_free_paths_exponent |
VISUAL_HINT_DEFAULT |
Base-ten exponent multiplying the volume/diffuse mean free paths at all wavelengths. |
double |
anisotropy |
VISUAL_HINT_DEFAULT |
The anistropy of the volumetric phase function. -1 is highly back-scattering, 0 is isotropic and 1 is highly forward-scattering. |
long |
surface_transmission |
VISUAL_HINT_DEFAULT |
The scattering function at the boundary of the subsurface layer. |
double[3] |
surface_color |
VISUAL_HINT_COLOR |
Color multiplier influencing the light coming from the front/back, can be seen as a very crude scattering term. Note that changing this value will break physical plausibility in the diffusion model. When path-traced subsurface is enabled, this value represents the surface color tint at the point the scattered ray intersects the surface. |
double |
index_of_refraction |
VISUAL_HINT_DEFAULT |
The refractive index of the subsurface layer. |
string |
sss_group |
VISUAL_HINT_TAG |
Name of the group among which illumination propagates between SSS materials. |
Inherited Public Attributes#
Type | Name | Visual Hint | Description |
---|---|---|---|
bool |
export_aovs |
VISUAL_HINT_DEFAULT |
Compute and write Aovs defined in the shading graph |
reference (AovStore ) |
arbitrary_output_variables |
VISUAL_HINT_DEFAULT |
Set the list of extra channels to write to the image. |
string |
light_path_expression_label |
VISUAL_HINT_DEFAULT |
Set the material label in light path expressions. |
long |
material_sample_count |
VISUAL_HINT_SAMPLE_PER_PIXEL |
Material sample count per pixel. |
double |
subsurface_sampling_multiplier |
VISUAL_HINT_SCALE |
Material subsurface sample count multiplier. |
double |
russian_roulette |
VISUAL_HINT_PERCENTAGE |
Amount of Russian roulette used on the material samples. |
double |
roughness_noise_optimization |
VISUAL_HINT_PERCENTAGE |
Noise reduction strategy along rough light path. |
long |
diffuse_depth |
VISUAL_HINT_DEFAULT |
Maximum diffuse depth. |
double[3] |
opacity |
VISUAL_HINT_COLOR |
Opacity of the material. |
long |
normal_mode |
VISUAL_HINT_DEFAULT |
Define which geometric normal to use for the shading. |
double |
normal_input |
VISUAL_HINT_PERCENTAGE |
Override the shading normal by the one given as input. The value controls the blending with the original normal. |
long |
sidedness |
VISUAL_HINT_DEFAULT |
Sidedness of this surface used for this material. 'Single' keeps the original normals no matter what. 'Double' may flip the normal to be oriented toward the incomming direction. 'Invert' flips the original normal no matter what. |
long |
shadow_casting_mode |
VISUAL_HINT_DEFAULT |
Defines the properties of the material when casting shadows: fully opaque (regardless of the actual value of the opacity of the material), artistic (user-defined opacity and coloring), pseudo-caustics (cheaply emulating actual refractive caustics) or physical (intrinsic transparency of the material), where the last three are modulated by the opacity of the material. |
double |
shadow_opacity |
VISUAL_HINT_PERCENTAGE |
Defines how dark the shadows cast by this material are. |
double |
shadow_coloring |
VISUAL_HINT_PERCENTAGE |
Defines how much refraction and absorption colors affect shadowing. |
CID#
class "MaterialPhysicalSss" "MaterialPhysical" {
#version 0.94
icon "material_sss.iconrc"
doc "A sub-surface scattering physical material"
attribute_group "computation" {
long "subsurface_model" {
doc "Technique used to simulate sub-surface scattering. A diffusion kernel cheaply approximates the aggregate light paths that reach the surface, and is a close match when the diffuse mean free path is smaller than the geometric features of the object onto which the material is applied. Instead, the random-walk scheme simulates actual scattering events inside the medium, which requires more computation and samples, but more accurately captures fine-scale illumination details."
preset "Diffusion Kernel" "0"
preset "Random Walk" "1"
value 0
}
long "diffusion_model" {
doc "Diffusion profile used to model the attenuation of light with distance due to subsurface scattering. The Gaussian profile is a blurry phenomenological model. The cubic profile is a sharper and more efficient approximation. The empirical profile is a good fit to actual SSS measurements."
preset "Gaussian" "1"
preset "Cubic" "2"
preset "Empirical" "0"
value 0
}
long "max_bounces" {
doc "The maximum number of random-walk sub-surface bounces."
animatable yes
numeric_range yes 0.0 65536
ui_range yes 0.0 1024
read_only yes
value 256
}
}
attribute_group "subsurface" {
long "subsurface_preset" {
doc "Set of measured optical properties for several sample materials."
preset "Custom" "0"
preset "Apple" "1"
preset "Chicken1" "2"
preset "Chicken2" "3"
preset "Cream" "4"
preset "Ketchup" "5"
preset "Marble" "6"
preset "Potato" "7"
preset "Skimmilk" "8"
preset "Skin1" "9"
preset "Skin2" "10"
preset "Wholemilk" "11"
value 0
}
long "optical_mode" {
doc "Select how to specify the optical properties of the material. The volume mode is more physicist-friendly since it takes as input the intrinsic optical properties of the volume, and makes it possible for the user to copy-paste measured values from real-world materials (as may be found online and/or in the literature). The surface mode is more artist-friendly since it takes as input WYSIWYG-like parameters, and makes it possible for the user to eye-ball the expected overall appearance to quickly achieve a certain look. The hybrid mode is a mix of the volume and surface modes, and is mostly provided for backward-compatibility and portability purposes."
preset "Volume" "0"
preset "Hybrid" "1"
preset "Surface" "2"
value 2
}
rgb "volume_albedo" {
doc "Single-scattering albedo of the volume particles, i.e., the color of the individual particles that scatter light inside the volume."
texturable yes
animatable yes
read_only yes
value 0.988331797396131 0.988331797396131 0.988331797396131
}
rgb "volume_mean_free_path" {
doc "Wavelength-dependent mean free path between individual extinction events in the volume, i.e., how far each color channel of a light beam penetrates on average into the volume before being absorbed or scattered by a particle."
texturable yes
animatable yes
read_only yes
value 0.00186013111794941 0.00186013111794941 0.00186013111794941
}
color "diffuse_albedo" {
doc "Average surface albedo resulting from all sub-surface scattering events inside the material."
texturable yes
animatable yes
value 0.78 0.78 0.78
}
percentage "diffuse_albedo_gain" {
doc "Scaling factor of all color channels of the diffuse albedo."
texturable yes
animatable yes
slider yes
numeric_range yes 0.0 10
ui_range yes 0.0 1
value 1
}
color "diffuse_mean_free_path" {
doc "Wavelength-dependent diffuse mean free path traveled overall by light underneath the surface."
texturable yes
animatable yes
value 0.01 0.01 0.01
}
distance "mean_free_paths_scale" {
doc "Scaling factor of the volume/diffuse mean free paths at all wavelengths."
texturable yes
animatable yes
numeric_range yes 0.0 1.79769313486232e+308
ui_range yes 0.0 1.79769313486232e+308
value 1
}
double "mean_free_paths_exponent" {
doc "Base-ten exponent multiplying the volume/diffuse mean free paths at all wavelengths."
animatable yes
numeric_range yes -100 100
ui_range yes -10 10
value 0.0
}
double "anisotropy" {
doc "The anistropy of the volumetric phase function. -1 is highly back-scattering, 0 is isotropic and 1 is highly forward-scattering."
texturable yes
animatable yes
slider yes
numeric_range yes -1 1
ui_range yes -1 1
value 0.0
}
}
attribute_group "subsurface>advanced" {
collapsed yes
ui_weight 1000
long "surface_transmission" {
doc "The scattering function at the boundary of the subsurface layer."
preset "Dielectric (Smooth)" "1"
preset "Lambertian (Rough)" "2"
value 2
}
color "surface_color" {
doc "Color multiplier influencing the light coming from the front/back, can be seen as a very crude scattering term. Note that changing this value will break physical plausibility in the diffusion model. When path-traced subsurface is enabled, this value represents the surface color tint at the point the scattered ray intersects the surface."
texturable yes
animatable yes
read_only yes
value 1 1 1
}
double "index_of_refraction" {
doc "The refractive index of the subsurface layer."
texturable yes
animatable yes
slider yes
numeric_range yes 0.0 10000
ui_range yes 1 3
read_only yes
value 1.5
}
tag "sss_group" {
doc "Name of the group among which illumination propagates between SSS materials."
value ""
}
}
attribute_group "transparent_shadows" {
collapsed yes
}
set "diffuse_sampling_multiplier" {
null_label "Use Renderer Settings"
null_value "-1.0"
private no
hidden yes
saveable yes
texturable no
animatable no
slider no
numeric_range yes 0.0 1000
ui_range yes 0.0 10
dg_active yes
dg_cyclic no
dirtiness_pass_through no
read_only no
shading_variable yes
experimental no
advanced no
overriden no
promote_attribute no
allow_expression yes
localizable yes
value -1
}
set "glossy_reflection_sampling_multiplier" {
null_label "Use Renderer Settings"
null_value "-1.0"
private no
hidden yes
saveable yes
texturable no
animatable no
slider no
numeric_range yes 0.0 1000
ui_range yes 0.0 10
dg_active yes
dg_cyclic no
dirtiness_pass_through no
read_only no
shading_variable yes
experimental no
advanced no
overriden no
promote_attribute no
allow_expression yes
localizable yes
value -1
}
set "glossy_transmission_sampling_multiplier" {
null_label "Use Renderer Settings"
null_value "-1.0"
private no
hidden yes
saveable yes
texturable no
animatable no
slider no
numeric_range yes 0.0 1000
ui_range yes 0.0 10
dg_active yes
dg_cyclic no
dirtiness_pass_through no
read_only no
shading_variable yes
experimental no
advanced no
overriden no
promote_attribute no
allow_expression yes
localizable yes
value -1
}
set "volume_sampling_multiplier" {
null_label "Use Renderer Settings"
null_value "-1.0"
private no
hidden yes
saveable yes
texturable no
animatable no
slider no
numeric_range yes 0.0 1000
ui_range yes 0.0 10
dg_active yes
dg_cyclic no
dirtiness_pass_through no
read_only no
shading_variable yes
experimental no
advanced no
overriden no
promote_attribute no
allow_expression yes
localizable yes
value -1
}
set "multiple_scattering_strength" {
private no
hidden yes
saveable yes
texturable no
animatable no
slider no
numeric_range yes 0.0 1
ui_range yes 0.0 1
dg_active yes
dg_cyclic no
dirtiness_pass_through no
read_only no
shading_variable no
experimental no
advanced no
overriden no
promote_attribute no
allow_expression yes
localizable yes
value 1
}
set "specular_reflection_depth" {
null_label "Use Renderer Settings"
null_value "-1"
private no
hidden yes
saveable yes
texturable no
animatable no
slider no
numeric_range yes 0.0 65536
ui_range yes 0.0 16
dg_active yes
dg_cyclic no
dirtiness_pass_through no
read_only no
shading_variable no
experimental no
advanced no
overriden no
promote_attribute no
allow_expression yes
localizable yes
value -1
}
set "glossy_reflection_depth" {
null_label "Use Renderer Settings"
null_value "-1"
private no
hidden yes
saveable yes
texturable no
animatable no
slider no
numeric_range yes 0.0 65536
ui_range yes 0.0 16
dg_active yes
dg_cyclic no
dirtiness_pass_through no
read_only no
shading_variable no
experimental no
advanced no
overriden no
promote_attribute no
allow_expression yes
localizable yes
value -1
}
set "specular_transmission_depth" {
null_label "Use Renderer Settings"
null_value "-1"
private no
hidden yes
saveable yes
texturable no
animatable no
slider no
numeric_range yes 0.0 65536
ui_range yes 0.0 16
dg_active yes
dg_cyclic no
dirtiness_pass_through no
read_only no
shading_variable no
experimental no
advanced no
overriden no
promote_attribute no
allow_expression yes
localizable yes
value -1
}
set "glossy_transmission_depth" {
null_label "Use Renderer Settings"
null_value "-1"
private no
hidden yes
saveable yes
texturable no
animatable no
slider no
numeric_range yes 0.0 65536
ui_range yes 0.0 16
dg_active yes
dg_cyclic no
dirtiness_pass_through no
read_only no
shading_variable no
experimental no
advanced no
overriden no
promote_attribute no
allow_expression yes
localizable yes
value -1
}
set "volume_depth" {
null_label "Use Renderer Settings"
null_value "-1"
private no
hidden yes
saveable yes
texturable no
animatable no
slider no
numeric_range yes 0.0 65536
ui_range yes 0.0 16
dg_active yes
dg_cyclic no
dirtiness_pass_through no
read_only no
shading_variable no
experimental no
advanced no
overriden no
promote_attribute no
allow_expression yes
localizable yes
value -1
}
set "reflective_caustics" {
private no
hidden yes
saveable yes
texturable no
animatable no
slider no
numeric_range no 0.0 1
ui_range no 0.0 1
dg_active yes
dg_cyclic no
dirtiness_pass_through no
read_only no
shading_variable no
experimental no
advanced no
overriden no
promote_attribute no
allow_expression yes
localizable yes
preset "Off" "0"
preset "Glossy only" "1"
preset "Specular only" "2"
preset "Full" "3"
value 0
}
set "refractive_caustics" {
private no
hidden yes
saveable yes
texturable no
animatable no
slider no
numeric_range no 0.0 1
ui_range no 0.0 1
dg_active yes
dg_cyclic no
dirtiness_pass_through no
read_only no
shading_variable no
experimental no
advanced no
overriden no
promote_attribute no
allow_expression yes
localizable yes
preset "Off" "0"
preset "Glossy only" "1"
preset "Specular only" "2"
preset "Full" "3"
value 0
}
}