Wax with Subsurface Scattering
material
This is a subsurface scattering material for translucent waxy surfaces. This material requires a point cloud.
See also: Lambert Diffuse, Texture, Point Cloud Scatter, Multi Subsurface Scattering 2 more , Specular Functions, Materials
Wax SSS requires a point cloud file of the object to be generated prior to rendering with this material. There is color map option for the diffuse color. The subsurface scattering color is blended with the diffuse color. The specular calculation has a choice of specular function and a color map option. There is no displacement shader currently used in this material because there is no way for the point cloud to access the displacement of the surface. Any displacement must currently be done in *SOP*s, so the point cloud generator for subsurface scattering will be accurate.
Parameters
Diffuse
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Lambert Intensity |
A multiplier for the diffuse contribution to the material. |
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Use Base Color |
If this box is not checked, the Base Color is ignored. Defaults to on. If Use Base Color, Use Point Color and Use Color Map are all off, the surface color will be white. |
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Base Color |
This is the base surface color for the material. Defaults to a dull creme. |
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Use Point Color |
If this box is checked and the point color, ( |
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Opacity |
The opacity color for this material. |
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Use Point Alpha |
If set, the Alpha attributes will be multiplied into the final Opacity. If no Alpha Attribute exists, Opacity is unaffected. |
Color Map
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Use Color Map |
If this box is checked the Base Color is multiplied by the specified texture map. Defaults to off. If Use Base Color, Use Point Color and Use Color Map are all off, the surface color will be white. |
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Base Color Map |
This the name of the texture file. The icon to the right opens a file browser. |
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Color Map Wrap |
Determines what the texture looks like when the texture coordinates are larger or less than 0 to 1. See texture for more information.
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Color Map Filter |
Type of anti-aliasing filter used. See texture for more information. |
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Color Map Width |
Filter Width is the number of pixels, in both u and v directions, to use in filtering. See texture for more information. |
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Color Map Border |
The color used outside the map if Decal Wrap is selected. See texture for more information. |
Subsurface
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Use Subsurface |
If this box is not checked, the subsurface scattering contribution is ignored. Defaults to on. |
SSS Color
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Use SSS Color |
If this box is not checked, the Subsurface Color is ignored. Defaults to on. |
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Subsurface Intensity |
This darkens or brightens the subsurface scattering color. This is independent of the subsurface scattering calculation. |
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Subsurface Color |
This color is used to tint the color returned from the subsurface scattering calculation. Defaults to a pale yellow. |
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Tint with Point Color |
If this box is checked and the point color, ( |
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Diffuse Mix |
This controls the amount of the subsurface scattering color that is mixed with the diffuse contribution to the material. |
SSS Color Map
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Use SSS Map |
If this box is checked, the Subsurface Color color is multiplied by the color of the texture in SSS Color Map, below. Defaults to off. |
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SSS Color Map |
This the name of a color texture file. The icon to the right opens a file browser. |
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SSS Map Wrap |
Determines what the texture looks like when the texture coordinates are larger or less than 0 to 1. See texture for more information.
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SSS Map Filter |
Type of anti-aliasing filter used. See texture for more information. |
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SSS Map Width |
Filter Width is the number of pixels, in both u and v directions, to use in filtering. See texture for more information. |
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SSS Map Border |
The color used outside the map if Decal Wrap is selected. See texture for more information. |
SSS Point Cloud
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Point Cloud File |
This string should be the same as the path used in Point Cloud Scatter SOP to generate this file, for the object using this material. |
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Point Cloud Sample |
This is the maximum number of points in Point Cloud File, above, to sample in calculating the subsurface scattering color. Fewer points will render faster, but give less pleasing results. |
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Evaluate RGB Separately |
If this toggle is on, each color channel will be evaluated separately within the Point Cloud File, below. The default is off. This is faster. |
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Scattering Distance |
This value specifies how far into the Point Cloud File, above, the ray should look for points to calculate the subsurface scattering color. This values should be related to the thickness of the surface being shaded. |
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Bounce Attenuation |
This value controls the rate at which the subsurface scattering contribution falloffs along the Scattering Distance, above. |
Specular
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Specular Intensity |
A multiplier for the specular contribution to the material. |
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Specular Color |
The specular highlight color, defaults to a very pale yellow1. |
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U Roughness |
This value controls the size or spread of the specular highlight. If Anisotropic is selected, this value controls the specular highlight in only the U direction. |
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V Roughness |
If Anisotropic is selected, this value controls the specular highlight in only the V direction It is ignored with any other specular function. |
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Sharpness |
This value controls the sharpness of the edge of the specular highlight. It is used only if Glossy specular is selected |
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Specular Type |
A selector for the specular function. Anisotropic is used to get an elliptical highlight. Glossy is typically used for highly reflective materials to get a sharp edges highlight. Defaults to the VEX specular function. |
Specular Map
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Use Specular Map |
If this box is checked, the specular color is multiplied by the color of the texture in Specular Map. Defaults to off. |
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Specular Map |
This the name of the texture file. The icon to the right opens a file browser. |
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Spec Map Wrap |
Determines what the texture looks like when the texture coordinates are larger or less than 0 to 1. See texture for more information.
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Spec Map Filter |
Type of anti-aliasing filter used. See texture for more information. |
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Spec Map Width |
Filter Width is the number of pixels, in both u and v directions, to use in filtering. See texture for more information. |
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Spec Map Border |
The color used outside the map if Decal Wrap is selected. See texture for more information. |