Category: mental ray > Material Phenomena
Shader Family: Material Phenomenon
Output: Custom
This phenomenon automatically (unless explicitly specified) generates the required lightmaps, fills in the lightmap data,
and shades the objects as a general, translucent object with subsurface scattering. The scattering is divided into two parts,
one for the front side of the object and one for the back. It is connected directly to the Material node's Material port,
which prevents the material node from accepting other connections.
The shader works by layering several light contributions on top of each other (see misss_fast_shader for details) to get a final result. What is important to keep in mind are these rules of thumb:
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The bump map only affects the specular and diffuse_color layers. The subsurface scattering happens below the surface and is
oblivious to the surface having bumps.
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The overall_color affects all of the diffuse contributions, but not the specularity.
For more information about building subsurface scattering effects in the render tree, see Fast Subsurface Scattering Effects [Materials and Shaders].
To simulate human skin, you can use misss_fast_skin_phen which are specialized and more complex variants of misss_fast_simple_phen.
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The name of the shader node displayed in the render tree. Enter any name you like, or leave the default.
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Not normally used because this phenomenon automatically generates lightmaps. These are special parameters the shaders use to communicate the name of the automatically created lightmaps between themselves.
Expert users can pass writable textures and leave the and parameters undefined.
You can Edit the image clip, or get a New image clip from file or from source. For more information about working with images,
see Managing Image Sources & Clips [Data Management].
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The name of the scatter group. A lightmap and depthmap pair are created internally and given this name. All objects that should scatter light into each other should be in the same scatter group. To conserve memory, use as few
scatter groups as possible. A character's hands, face, etc. can use the same scatter group; even hands and faces of different
people. In general, different scatter groups should be used only when using the same group would cause visible problems due
to objects incorrectly scattering into each other. Two characters shaking hands, for example, would need to have their hands
in different scatter groups.
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Specifies the size of the lightmap, expressed as a percentage of the final rendered image resolution. Normally, this value
should not need to be higher than 50%. However, should the rendered image still contain artifacts, you can set it higher than
this.
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Specifies the number of lightmap samples considered by each rendered ray. Generally, this should be set to a power of two
(16, 32, 64, 128, etc.).
Subtle scattering effects typically require few samples. However, as you begin to increase the front and back scattering radii,
or the back scattering depth, you will need to increase the number of samples to avoid speckling in the rendered image.
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Pick the shader that perturbs the normals. The shader's color output (if any) will not be used.
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d (diffuse)
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Controls the color of the ambient illumination component. The ambient component is included in the lightmap, and is scattered
like other light source, and is hence the perfect place to add any HDRI light. The HDRI light can be based on environment
and occlusion maps.
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The diffuse component and both scattering components are multiplied by this color value to produce the final scattering-effect
color. This can be used in several ways, among them:
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To brighten or darken the effect overall.
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To tint the final result.
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To connect maps that attenuate light. For example, dirt on an object's surface would block most of the scattered light.
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Defines the color of the diffuse illumination component. This is normally driven by the object's main surface texture.
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Controls the weight of the diffuse illumination component when it is blended with the other components (ambient, scattering,
etc.).
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Controls the color for the front surface scattering. The front surface is the side of the object facing the camera, and so
front surface scattering is most visible when that side is well lit.
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Controls the weight of the front scattering surface when it is blended with the other lighting components (back scattering,
diffuse, etc.).
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Controls the distance that light scatters along the front surface. This value is measured in scene units, but is divided by
the value on the Advanced Settings tab.
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Controls the color for the back surface scattering (the light going through the object). The Back surface is the side facing
away from the camera. Back scattering is most visible when the object is backlit to some extent, or when light passes directly
through the object.
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Controls the weight of the back scattering when it is blended with the other lighting components (front scattering, diffuse,
etc.).
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Controls the distance that light scatters along the back surface. This value is measured in scene units, but is divided by
the value on the Advanced Settings tab.
Normally, the back scattering radius should be set to the same value as the back scattering parameter.
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Controls the back scatter depth. The higher the value, the more deeply light is scattered within the object. In effect, raising
the depth makes the object appear more translucent when backlit.
Generally speaking, higher depth values require an increased number of lightmap samples in order to remove speckling in the
rendered image.
Normally, the back scattering depth should be set to the same value as the back scattering parameter.
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s (specular)
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Defines the Specular surface color in the illuminated area of the object. The value is blended with the object's Diffuse and
Ambient values.
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Defines the rate at which the specularity decays outward.
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a (advanced)
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This is a gamma curve for the light stored in the lightmap. Values of less than 1 cause light to spread perpendicularly to
the lighting direction. Values greater than 1 cause light to concentrate in areas facing the light source itself.
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When on, includes any indirect lighting (photons, final gathering, etc) in the lightmap to be scattered. This takes additional
render time and you should decide on a case-by-case basis if the indirect light is significant enough that seeing it scattered
or not makes justifies the extra rendering time.
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This is a conversion factor used to convert the scene's distance units into the shader's distance units. This is useful when
you reuse one object's material on another object that was built using different units.
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When set to 0 (zero) the scattering is completely uniform. Positive values favor forward scattering, and negative values favor
back scattering. The allowed range is -1.0 to 1.0, but the useful range is much smaller. A value of 0.1 (a slight favoring
of forward scattering) is a good start.
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Sets the shape of the distance falloff along the scatter radius. Higher values yield a sharper falloff, and lower values a
smoother falloff, but also make the perceived scatter distance shorter. For high values (1.0 to 10.0), almost all samples
within the scatter radius are weighted equally. For low values (0.1 to 1.0), the samples near the edge of the scatter radius
are weighted less.
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When enabled, screen compositing is used. When adding together the contribution of many layers of light, it is very easy to
quickly blow out and overexpose into white, but the human eye is inherently nonlinear and perceives intensities in a different
way. This option allows you to use what is known in many compositing applications as a screen transfer mode between the layers,
which yields a softer, more pleasing result.
When disabled, normal addition is used. If rendering in a high dynamic range, and a proper tone-operator is applied in the
final output stage already compressing the final luminance, it is best to disable this option. If not, enable it for a more
pleasing result.
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