Scene Requirements
In order to work correctly with the
misss_physical
shader, it is necessary to set up the scene following these requirements:
- The subsurface shader package needs to be loaded into mental ray.
- Ray tracing needs to be enabled.
- Caustics and/or global illumination must be enabled. Caustics only
is preferred to global illumination only.
- A light, preferably focused on the subsurface-scattering media object
must specify an energy value as well as emit caustic/globillum photons.
- The misss_physical
shader must be used both as a material and a photon shader, or the material
Phenomenon must be used. It should be linked to lights which emit photons.
- Subsurface-scattering objects or their instances must be flagged as
casting and receiving caustics/global illumination.
The following .mi scene fragments show an example setup:
- At the beginning of the scene file:
link "subsurface.so"
$include "subsurface.mi"
- In the options block:
trace on
caustic on
globillum on
- In the light definition (example):
energy 10000 10000 10000
caustic photons 250000
globillum photons 250000
- The shader and material definition:
shader "myshader" "misss_physical" ("mode" 4) # use instance lights
material options
material "materialinstancename"
= "myshader"
photon = "myshader"
end material
- In the object or its instance definition:
caustic 3
globillum 3
The shader provides useful feedback when executed, using info
messages. In any case verbosity level 5 is suggested to debug
your scene. The shader statistics reports are especially valuable
to estimate correct values for the following parameters:
- depth: look for information in "channel 0 1 2" and
"photon statistics".
- max_radius and max_photons. Look for information in
"multi-scatter photon per samples statistics".
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