Fast Subsurface Scattering Lambert Gamma Shader

| Render Tree Usage

Location: Nodes > Illumination > More > mental images

Node Name: misss_Lambert_Gamma

Shader Type: Texture

Output: Color (RGB) value

The Fast Subsurface Scattering Lambert Gamma Shader (misss_Lambert_Gamma) is the lightmap sampling shader to be used when creating fast subsurface scattering effects from “scratch”. See Fast Subsurface Scattering Component Shaders [Lights and Cameras]. Any illumination shader can be used but this one is specifically tuned for the job and has options for lightmap gamma, normal flipping and indirect light inclusion.

 

Note that fast subsurface scattering effects are not included in the maps generated by the RenderMap tool.

Ambient

Ambient color contribution.

Diffuse

Diffuse color contribution.

Diffuse Gamma

The gamma curve for diffuse light. The Lambertian cosine is raised to the power of this value to flatten (for values less than 1.0) or narrow (for values above 1.0) the curve for greater control.

Add Indirect Lighting

When enabled, will cause indirect illumination (such as final gathering and photons) to be included in the lightmap, at the expense of increased rendering time.

Normal Direction

Unchanged: Normals are not flipped.

Inverted: Normals are flipped.

Always Face Incoming Ray: Both the unflipped and flipped-normal sides are lightmapped. This can be useful for translucency in thin objects such as leaves.

Render Tree Usage

This shader is usually connected to the diffuse_illum input port of the Fast Subsurface Scattering Shader. It may also be feeding the input port of the Fast Subsurface Scattering Lightmap Write shader.



Autodesk Softimage v.7.5