Subsurface Scattering Shaders
Many real world materials do not reflect light at their surface, but
scatter or absorb light internally. These optical properties, which
are not adequately addressed by the commonly used illumination models
in computer graphics, are called subsurface scattering.
Subsurface scattering is an important element for rendering a variety
of naturally occurring materials. Even tiny amounts of scattering enhance
the apparent softness
of the surface for many organic substances
such as human skin.
There are two separate sets of shaders and Phenomena to implement subsurface
scattering:
the
fast, non-physical versions, and the
physically correct one.
The fast, non-physical shaders are optimized to
efficiently render human skin and other shallow, near surface scattering.
While they do support "through" scattering it is not truly volumetric and
most suitable for translucency of relatively thin objects such as ears.
The physical shader renders subsurface scattering
in a physically correct way. It attempts to simulate reality by applying the
same (but simplified) mechanisms which happen in the natural world. Its goal
is to provide a complete simulation of scattering beyond the scope of the
fast, non-physical shaders, especially when
photon tracing is used: photons from the environment need to interact with
objects performing subsurface scattering, as well as photons emitted from
such objects need to interact with the surroundings. Another example is
light scattering trough volumetric geometry, as in a fiber channel.
The fast shader is recommended for:
- leaves, grass, plastic, wax, butter,
- human skin, such as backlit ears,
- when rendering speed is important,
- when memory is important,
- materials into which light does not penetrate deeply.
The physical shader is recommended for:
- jade, emerald, and other highly translucent minerals,
- milk, blood, ketchup, ivory, soap,
- thick slabs of translucent materials,
- anything where light scatters deeply,
- when rendering accuracy is important,
- experienced users to set up scenes for global illumination.
Before any shader in the base shader library can be used, it must be loaded
into the mental ray rendering software. A .mi scene file may use the statements
link "subsurface.so"
$include <subsurface.mi>
All shader and phenomena names in this package are prefixed with misss,
for mental images subsurface scattering.
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