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

Lambert Intensity

A multiplier for the diffuse contribution to the material.

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.

Base Color

This is the base surface color for the material. Defaults to a dull creme.

Use Point Color

If this box is checked and the point color, (Cd), is defined, then Cd is multiplied with the Base Color. Defaults to on. If Use Base Color, Use Point Color and Use Color Map are all off, the surface color will be white.

Opacity

The opacity color for this material.

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

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.

Base Color Map

This the name of the texture file. The icon to the right opens a file browser.

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.

  • Repeat means the texture will repeat (tile).

  • Streak means the texture color at the edges is clamped and streaks outside the map.

  • Decal sets the color outside the texture map to the Border Color.

Color Map Filter

Type of anti-aliasing filter used. See texture for more information.

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.

Color Map Border

The color used outside the map if Decal Wrap is selected. See texture for more information.

Subsurface

Use Subsurface

If this box is not checked, the subsurface scattering contribution is ignored. Defaults to on.

SSS Color

Use SSS Color

If this box is not checked, the Subsurface Color is ignored. Defaults to on.

Subsurface Intensity

This darkens or brightens the subsurface scattering color. This is independent of the subsurface scattering calculation.

Subsurface Color

This color is used to tint the color returned from the subsurface scattering calculation. Defaults to a pale yellow.

Tint with Point Color

If this box is checked and the point color, (Cd), is defined, then Cd is multiplied with the Base Color. Defaults to off.

Diffuse Mix

This controls the amount of the subsurface scattering color that is mixed with the diffuse contribution to the material.

SSS Color Map

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.

SSS Color Map

This the name of a color texture file. The icon to the right opens a file browser.

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.

  • Repeat means the texture will repeat (tile).

  • Streak means the texture color at the edges is clamped and streaks outside the map.

  • Decal sets the color outside the texture map to the Border Color.

SSS Map Filter

Type of anti-aliasing filter used. See texture for more information.

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.

SSS Map Border

The color used outside the map if Decal Wrap is selected. See texture for more information.

SSS Point Cloud

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.

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.

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.

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.

Bounce Attenuation

This value controls the rate at which the subsurface scattering contribution falloffs along the Scattering Distance, above.

Specular

Specular Intensity

A multiplier for the specular contribution to the material.

Specular Color

The specular highlight color, defaults to a very

pale yellow1.

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.

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.

Sharpness

This value controls the sharpness of the edge of the specular highlight. It is used only if Glossy specular is selected

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

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.

Specular Map

This the name of the texture file. The icon to the right opens a file browser.

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.

  • Repeat means the texture will repeat (tile).

  • Streak means the texture color at the edges is clamped and streaks outside the map.

  • Decal sets the color outside the texture map to the Border Color.

Spec Map Filter

Type of anti-aliasing filter used. See texture for more information.

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.

Spec Map Border

The color used outside the map if Decal Wrap is selected. See texture for more information.