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Physically Correct Subsurface Scattering

The misss_physical shader simulates subsurface scattering in a physically correct way, attempting to simulate reality trough the same (but simplified) mechanism which happens in the natural world. Its goal is to provide subsurface scattering simulation in the situations where the misss_fast_* shaders might encounter difficulties, for instance when photon tracing comes into play: consider a situation where photons from the environment need to interact with an object with subsurface scattering, as well as when photons coming out from such an object and need to interact with the surroundings. Another example is light scattering trough geometry, as in a fiber channel.

One of the design goals of the misss_fast_* shaders is to provide a way to efficiently render human skin. They are most suitable for shallow (near surface) scattering. While they do support "through" scattering it is not truly volumetric and most suitable for translucency of relatively thin objects such as ears. For true volumetric results the physical shader is recommended.

The Physical shader is recommended for:

The Fast shader is recommended for:

The shader library exports a shader which must be used both in the material shader and photon shader slots of a material. In addition, a material Phenomenon is provided. It internally connects the miss_physical shader both to material and photon slots.

Type name page
Shader misss_physical _misss_physical_shader
Phenomenon misss_physical_phen misss_physical_phen
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