The subsurface scattering (SSS) materials are intended for modeling skin and other organic materials whose appearance depends on light scattering among multiple layers. 3ds Max provides four of these materials. Each is a top-level wrapper (a “phenomenon”) for shaders whose controls are documented in the Standard mental ray Shader Libraries document. Click a link to see the NVIDIA documentation for the shader.
Material Name | mi Library Shader Name |
---|---|
SSS Fast Material | misss_fast_simple_phen |
SSS Fast Skin Material | misss_fast_skin_phen |
SSS Fast Skin Material+Displace | misss_fast_skin_phen_d |
SSS Physical Material | misss_physical |
Also see Subsurface Scattering Shaders and the topics that follow it for more general information. See Physically Correct Subsurface Scattering for background information and tips about the Physical material.
For a downloadable tutorial offering a practical demonstration of using the SSS Fast Skin material, see this Web page.
The SSS Physical material includes light controls that correspond to the lights array in the parameters for the misss_physical shader.
When on, the material is illuminated only by those lights specified in the list. When Lights is turned off, all lights in the scene affect the material. Default=off.
The remaining light controls are available only when Lights is on.