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The misss_physical shader performs three kinds of calculations which can be used together or independently, as described here:
This is the shader declaration:
declare shader "misss_physical" ( color "material", color "transmission", scalar "ior", vector "absorption_coeff", vector "scattering_coeff", scalar "scale_conversion", scalar "scattering_anisotropy", scalar "depth", integer "max_samples", integer "max_photons", scalar "max_radius", boolean "approx_diffusion", boolean "approx_single_scatter", boolean "approx_multiple_scatter", array light "lights" ) version 3 apply material, photon end declare
This shader integrates subsurface scattering seamlessly into mental ray, and supports these features:
The shader must be used both as material and photon shader. Otherwise use the following phenomenon.
This is a Phenomenon that allows the user to avoid setting up shading graph connections both to the material and photon slots. It has the same characteristics of the misss_physical.
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