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IlluminationMethod
IlluminationMethod

Illumination Method – Determines how illumination is computed for sub-surface scattering. This option is not supported on V-Ray GPU.

Uniform – Scatters light uniformly inside the material. Useful for recreating skin and such translucent materials.
Directional – Scatters more light in the direction from which a light source illuminates the surface. This method requires the Affect Shadows option to be enabled so that shadows extend below the surface. Directional Illumination Method may also produce a faceted look on low-poly objects.

SSS Amount – Blends between full scattering and pure refraction.

Scatter Color – Controls the scattering. See the Scatter Color example below.

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. See the the Fog Depth example below.

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Illumination Method – Determines how illumination is computed for sub-surface scattering. This option is not supported on V-Ray GPU.

Uniform – Scatters light uniformly inside the material. Useful for recreating skin and such translucent materials.
Directional – Scatters more light in the direction from which a light source illuminates the surface. This method requires the Affect Shadows option to be enabled so that shadows extend below the surface. Directional Illumination Method may also produce a faceted look on low-poly objects.

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 overall surface appearance.

Scatter Radius – Controls how far each of the red/green/components travels inside the volume.

Scale (cm) – Controls the strength of the SSS effect. See the Scale (cm) example below.

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Scatter color = RGB (250, 20, 30)

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Scatter color = RGB (220, 115, 22)

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Scatter color = RGB (240, 202, 23)

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Scatter color = RGB (250, 236, 5)

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Scatter color = RGB (49, 1, 1)

 

 

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Scale (cm) = 1 cm

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Scale (cm) = 2 cm

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Scale (cm) = 5 cm

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Scale (cm) = 10 cm

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Scale (cm) = 15 cm

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Refraction - advanced

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Trace Refractions – Enables refractions for the current material.

Max depth – The number of times a ray can be refracted. Scenes with lots of refractive and reflective surfaces may require higher values to look correct. See the Refraction Depth example above for illustration.

Affect Channels – Allows the user to specify which channels are going to be affected by the transparency of the material.

Color Only – The transparency affects only the RGB channel of the final render.
Color+alpha – This will cause the material to transmit the alpha of the refracted objects, instead of displaying an opaque alpha. 
All channels – All channels and render elements are affected by the transparency of the material. This option is useful to get Matte render elements (e.g. Cryptomatte, Matte ID, etc.) in the refractions.

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When selecting the Affect All channels option, be aware that the information of the respective component affects all render elements, therefore the Back to Beauty composition will not match the RGB result from the renderer.

Dispersion – Enables the calculation of true light wavelength dispersion. 

Dispersion Abbe – Allows the user to increase or decrease the dispersion effect. Lowering it widens the dispersion and vice versa. See the Dispersion Abbe example below for illustration.

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