MAXScript Extensions > MAXScript Extensions for mental ray > adsk Shaders >

# adsk_Shd_SSS_V2 : textureMap

    adsk_Shd_SSS_V2 : textureMap {7773161f,a26c7651}

Available in 3ds Max 2011 and higher.

Constructor:

    Class instances not creatable by MAXScript

Properties:

    <adsk_Shd_SSS_V2>.lightmap : filename

    <adsk_Shd_SSS_V2>.depthmap : filename

    <adsk_Shd_SSS_V2>.m : paramBlock2

    <adsk_Shd_SSS_V2>.s : paramBlock2

    <adsk_Shd_SSS_V2>.l : paramBlock2

    <adsk_Shd_SSS_V2>.diffuse_color : fRGBA color

    <adsk_Shd_SSS_V2>.mia_diffuse_result : fRGBA color

    <adsk_Shd_SSS_V2>.mia_spec_result : fRGBA color

    <adsk_Shd_SSS_V2>.mia_refl_result : fRGBA color

    <adsk_Shd_SSS_V2>.front_sss_color : fRGBA color

    <adsk_Shd_SSS_V2>.front_sss_weight : float

    <adsk_Shd_SSS_V2>.front_sss_radius : float

    <adsk_Shd_SSS_V2>.mid_sss_color : fRGBA color

    <adsk_Shd_SSS_V2>.mid_sss_weight : float

    <adsk_Shd_SSS_V2>.mid_sss_radius : float

    <adsk_Shd_SSS_V2>.back_sss_color : fRGBA color

    <adsk_Shd_SSS_V2>.back_sss_weight : float

    <adsk_Shd_SSS_V2>.back_sss_radius : float

    <adsk_Shd_SSS_V2>.back_sss_depth : float

    <adsk_Shd_SSS_V2>.screen_composit : boolean

    <adsk_Shd_SSS_V2>.scale_conversion : float

    <adsk_Shd_SSS_V2>.falloff : float

    <adsk_Shd_SSS_V2>.sss_samples : integer

    <adsk_Shd_SSS_V2>.Connection_struct__0000__m : paramBlock2

    <adsk_Shd_SSS_V2>.Connection_struct__0001__s : paramBlock2

    <adsk_Shd_SSS_V2>.Connection_struct__0002__l : paramBlock2

    <adsk_Shd_SSS_V2>.diffuse_color_connected : boolean

    <adsk_Shd_SSS_V2>.diffuse_color_shader : texturemap

    <adsk_Shd_SSS_V2>.diffuse_color_paramName : string

    <adsk_Shd_SSS_V2>.mia_diffuse_result_connected : boolean

    <adsk_Shd_SSS_V2>.mia_diffuse_result_shader : texturemap

    <adsk_Shd_SSS_V2>.mia_diffuse_result_paramName : string

    <adsk_Shd_SSS_V2>.mia_spec_result_connected : boolean

    <adsk_Shd_SSS_V2>.mia_spec_result_shader : texturemap

    <adsk_Shd_SSS_V2>.mia_spec_result_paramName : string

    <adsk_Shd_SSS_V2>.mia_refl_result_connected : boolean

    <adsk_Shd_SSS_V2>.mia_refl_result_shader : texturemap

    <adsk_Shd_SSS_V2>.mia_refl_result_paramName : string

    <adsk_Shd_SSS_V2>.front_sss_color_connected : boolean

    <adsk_Shd_SSS_V2>.front_sss_color_shader : texturemap

    <adsk_Shd_SSS_V2>.front_sss_color_paramName : string

    <adsk_Shd_SSS_V2>.front_sss_weight_connected : boolean

    <adsk_Shd_SSS_V2>.front_sss_weight_shader : texturemap

    <adsk_Shd_SSS_V2>.front_sss_weight_paramName : string

    <adsk_Shd_SSS_V2>.front_sss_radius_connected : boolean

    <adsk_Shd_SSS_V2>.front_sss_radius_shader : texturemap

    <adsk_Shd_SSS_V2>.front_sss_radius_paramName : string

    <adsk_Shd_SSS_V2>.mid_sss_color_connected : boolean

    <adsk_Shd_SSS_V2>.mid_sss_color_shader : texturemap

    <adsk_Shd_SSS_V2>.mid_sss_color_paramName : string

    <adsk_Shd_SSS_V2>.mid_sss_weight_connected : boolean

    <adsk_Shd_SSS_V2>.mid_sss_weight_shader : texturemap

    <adsk_Shd_SSS_V2>.mid_sss_weight_paramName : string

    <adsk_Shd_SSS_V2>.mid_sss_radius_connected : boolean

    <adsk_Shd_SSS_V2>.mid_sss_radius_shader : texturemap

    <adsk_Shd_SSS_V2>.mid_sss_radius_paramName : string

    <adsk_Shd_SSS_V2>.back_sss_color_connected : boolean

    <adsk_Shd_SSS_V2>.back_sss_color_shader : texturemap

    <adsk_Shd_SSS_V2>.back_sss_color_paramName : string

    <adsk_Shd_SSS_V2>.back_sss_weight_connected : boolean

    <adsk_Shd_SSS_V2>.back_sss_weight_shader : texturemap

    <adsk_Shd_SSS_V2>.back_sss_weight_paramName : string

    <adsk_Shd_SSS_V2>.back_sss_radius_connected : boolean

    <adsk_Shd_SSS_V2>.back_sss_radius_shader : texturemap

    <adsk_Shd_SSS_V2>.back_sss_radius_paramName : string

    <adsk_Shd_SSS_V2>.back_sss_depth_connected : boolean

    <adsk_Shd_SSS_V2>.back_sss_depth_shader : texturemap

    <adsk_Shd_SSS_V2>.back_sss_depth_paramName : string

    <adsk_Shd_SSS_V2>.screen_composit_connected : boolean

    <adsk_Shd_SSS_V2>.screen_composit_shader : texturemap

    <adsk_Shd_SSS_V2>.screen_composit_paramName : string

    <adsk_Shd_SSS_V2>.scale_conversion_connected : boolean

    <adsk_Shd_SSS_V2>.scale_conversion_shader : texturemap

    <adsk_Shd_SSS_V2>.scale_conversion_paramName : string

    <adsk_Shd_SSS_V2>.falloff_connected : boolean

    <adsk_Shd_SSS_V2>.falloff_shader : texturemap

    <adsk_Shd_SSS_V2>.falloff_paramName : string

    <adsk_Shd_SSS_V2>.sss_samples_connected : boolean

    <adsk_Shd_SSS_V2>.sss_samples_shader : texturemap

    <adsk_Shd_SSS_V2>.sss_samples_paramName : string

    <adsk_Shd_SSS_V2>.TheList : maxObject array

    <adsk_Shd_SSS_V2>.Shader_Version : integer

## adsk_Shd_SSS_V2 interfaces:

    Interface: IMtlRender_Compability_MtlBase

Properties:

Methods:

Actions:

#### See Also

- mental ray Shaders Index

- MAXScript Extensions for mental ray