softnessof the surface for many organic substances such as human skin. There are two separate sets of shaders and Phenomena to implement subsurface scattering:
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:
The physical shader is recommended for:
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.
Copyright © 1986, 2015 NVIDIA ARC GmbH. All rights reserved.