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Shaders

misss_physical

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.

misss_physical_phen

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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