Houdini 18.0 Nodes VOP nodes

pxrlmsubsurface VOP node

Parameters

lmlayer: Connect a PxrLMLayer or PxrLMMixer node here to apply one or more layers atop the subsurface substrate.

nearColor: Diffuse color for short-range subsurface scattering. (Short-range surface albedo is the product of Near Color and Near Weight). The default value is representative for pale caucasian skin.

nearWeight: Multiplier on Near Color (albedo = color * weight).

nearLength: Diffuse mean free path length for the short-range subsurface scattering. Determines how far the light is scattered inside an object and how smooth the subsurface scattering is. Diffuse mean free path lengths are usually measured in millimeters (but see the discussion under the unitLength parameter).

midColor: Diffuse color for mid-range subsurface scattering. The default value is representative for pale caucasian skin.

midWeight: Multiplier on Mid Color.

midLength: Diffuse mean free path length for the mid-range subsurface scattering.

farColor: Diffuse color for far-range subsurface scattering. The default value is representative for pale caucasian skin.

farWeight: Multiplier on farColor.

farLength: Diffuse mean free path length for the far-range subsurface scattering.

unitLength: A multiplier on Near, Mid, and Far Length. These lengths are often measured in millimeters. If the scene is modeled in some other scale, Unit Length should be set accordingly. The default value of 0.1 is appropriate for scenes modeled in centimeters and Near, Mid, and Far Lengths measured in millimeters.

indirectAtSSS: Compute indirect illumination at subsurface illumination samples. When 1 (on), indirect illumination can be the source of subsurface scattering. This effect is often subtle and due to its extra cost defaults to 0 (off).

sssOnBothSides: Compute subsurface scattering (and glossy reflection) on both sides of surfaces. This enables subsurface scattering on backsides of non-closed objects, but can also cause more noise. Default is 0 (off).

bumpNormal: Connect a PxrBump node here if you need bump or normal-mapped normals for your clearcoat. Note that layers can override this value and you can apply independent bump to the specular or clearcoat channels.

continuationRays: Trace subsurface continuation rays. When 1 (on), subsurface scattering can be scattering from across surface creases and also from other nearby objects. But internal blockers (such as bone within a finger) are ignored. When 0 (off), internal blockers are taken into account but there is no subsurface scattering across surface creases or from other objects. Turning subsurface continuation rays on can increase noise or render time. The default is 0 (off).

followTopology: Take local surface orientation into account when computing subsurface scattering: reduce subsurface scattering in locally concave regions such as wrinkles, skin pores, and between lips. Valid values are between 0.0 and 1.0. Default is 0.0 (no reduction).

specularColor: The specular reflectivity of the plastic. To be physically plausible, the diffuse and specular colors should sum to less than 1. Materials should be brightened with light, not material response.

specularRoughness: Controls the specular roughness of the material.

specularAnisotropy: Controls the shape of the specular highlights and reflections. At 0 the shape is circular. Values from -1 to 1 produce the range of ellipses from fat to tall. The direction of anisotropy can also be controlled by your model texture parameters and by the Shading Tangent parameter.

specularEta: Refractive is the dielectric index of refraction for the material. For dielectric materials like plastic, changing this value primary affects the amount reflectivity as the light or camera positions relates to the surface normal. Channel values for this parameter typically lie in the range 1 - 3. Since we support 3 color values to capture the spectral effect presets may be prefered over color pickers.

specularNn: Connect a PxrBump node here if you need bump or normal-mapped normals for your specular. Note that layers can override this value as well as apply independent bump to the specular or clearcoat channels.

specularTn: Controls the anisotropy direction. Only valid when provided as a texture/connection.

clearcoatColor: The clearcoat models a dielectric coating material, so does not exhibit colored highlights and reflections. The clearcoat color governs the amount of the clearcoat effect to apply. The default black color results in no clear coat.

clearcoatRoughness: Controls the sharpness of the clearcoat highlights and reflections.

clearcoatAnisotropy: Controls the shape of the specular highlights and reflections. At 0 the shape is circular. Values from -1 to 1 produce the range of ellipses from fat to tall. The direction of anisotropy can also be controlled by your model texture parameters and by the shadingTangent parameter.

clearcoatEta: Since clearcoat is a dieletric, we provide a single index of refraction to control the reflection response. Typical values for eta might be in the same range as for glass: 1.5-1.8.

clearcoatThickness: Controls the thickness of the clearcoat, which affects how much the under-materials are affected by the clearcoat transmission color.

clearcoatTransmission: Controls the amount and color of light absorpted by the clearcoat. Interoperates with thickness to produce a variety of aging the coating effects.

clearcoatNn: Connect a PxrBump node here if you need bump or normal-mapped normals for your clearcoat. Note that layers can override this value as well as apply independent bump to the specular or clearcoat channels.

clearcoatTn: Controls the anisotropy direction. Only valid when provided as a texture/connection.

presence: Connect a mask function here to apply a cutout pattern to your object. Presence is defined as a binary (0 or 1) function that can take on continuous values to antialias the shape. Useful for modeling leaves and other thin, complex shapes.

inputAOV: Plug here a MatteID node.

VOP nodes