Houdini 20.0 Nodes VOP nodes

MtlX Subsurface BSDF VOP node

A BSDF for true subsurface scattering.

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A BSDF for true subsurface scattering. The parameterization is chosen to match random walk Monte Carlo methods as well as approximate empirical methods. Note that this category of subsurface scattering can be defined more rigorously as a BSDF vertically layered over an Anisotropic VDF, and we expect these two descriptions of the scattering-surface distribution function to be unified in future versions of MaterialX.

Warning

Although MaterialX supports layering BSDFs and VDFs, Karma does not currently support this combination.

Parameters

weight

Weight for this BSDF’s contribution, range 0.0 to 1.0. Defaults to 1.0.

color

Diffuse reflectivity (albedo). Defaults to (0.18, 0.18, 0.18).

radius

Sets the average distance that light might propagate below the surface before scattering back out. This is also known as the mean free path of the material. The radius can be set for each color component separately. Default is (1, 1, 1).

anisotropy

Anisotropy factor, controlling the scattering direction, range -1.0 to 1.0. Negative values give backwards scattering, positive values give forward scattering, and a value of zero gives uniform scattering. Defaults to 0.0.

normal

Normal vector of the surface. Defaults to world space normal.

Outputs

out

BSDF

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