Sub Surface ScatteringΒΆ
The Sub surface scattering BSDF simulates the light scattering inside a material like the skin, the marble, a vegetable etc..
The
Quick setup
- In the RenderGraph, add a
RenderGraph/Preset/Skin node. - Set the
Surface > Diffuse > Color with a skin texture or leave the default color. - Tweak the
Surface > SSS > Width to achieve the desired waxiness.
- In the RenderGraph, add a
Materials/Surface2 node. - Set the
Surface > SSS attribute to 1.0. - Set the
Surface > SSS > Layer 1 Color to white. - Set the
Surface > SSS > Layer 2 Weight to 0.0 to disable the second lobe. - Set the
Surface > SSS > Layer 3 Weight to 0.0 to disable the third lobe. - Set the
Surface > Diffuse > Color with your material main color. - Tweak the
Surface > SSS > Width to achieve the desired waxiness.
Waxiness
Unlike most BRDF, the SSS is dependent on the size of the objects. The
Multi gaussian blurring
The SSS BRDF is achieve through a triple gaussian blur of the incoming light. Each gaussian lobe has its own color, width and weight. The
The default SSS setup is composed of a large red lobe, a middle green lobe and a final sharp blue lobe.
Front and Back scattering
The SSS BSDF includes two controls to increase or decrease the front and back scattering. The front scattering controls the amount of light scattering on the front of the surface. The back scattering controls the amount of light scattering on the back of the surface.
SSS Set
The
Albedo blurring
The light scattering through the object is multiplied by a mix between the input and output surface diffuse colors.
The attribute
Approximation Depth
To save some render time, the SSS can be approximated after one or more bounces by a diffuse BRDF using the