Autodesk 12812-051462-9011 User Guide 3 - Page 438
Subsurface Scattering SSS Materials
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a grainier result. Generally 32 is enough for most cases. Default=8 for most ProMaterials, 0 for Mirror. NOTE When Reflection Glossy Samples equals 0, the reflections take the form of a "perfect mirror" and only one ray is shot, regardless of the actual value of Glossiness . You can use this to boost performance for surfaces with very weak reflections. Refraction Glossy Samples Defines the maximum number of samples (rays) that mental ray shoots to create glossy refraction. Higher values cause slow rendering but create a smoother result. Lower values render faster but create a grainier result, like frosted glass. Generally 32 is enough for most cases. Default=8. NOTE When Refraction Glossy Samples equals 0, the refraction takes the form of a "perfect lens" and only one ray is shot. You can use this to boost performance for draft renderings. Reflection Max Trace Depth When this trace depth is reached, mental ray stops calculating reflections. Default=0. Refraction Max Trace Depth When this trace depth is reached, mental ray stops calculating refractions. Default=0. Subsurface Scattering (SSS) Materials Material Editor > Type button > Material/Map Browser > Choose SSS Fast Material (mi), SSS Fast Skin Material (mi), SSS Fast Skin Material+Displace (mi), or SSS Physical Material (mi), and then click OK. Note: The SSS materials appear in the Browser only if mental ray is the active renderer. The subsurface scattering (SSS) materials are provided especially to model skin and other organic materials whose appearance depends on more than one layer of light scattering. 3ds Max provides four of these materials. Each material is a top-level wrapper (a "phenomenon") for shaders whose controls are documented in the Standard mental ray Shader Libraries document. Click a link to see the mental images documentation for the shader. mental ray Materials | 5693