Graphics Programs Reference
In-Depth Information
Figure 12-17: The effect of different color blend settings on subsurface scattering. Here, the same bluish color is used as the scat-
tering color for all three materials, but different color blend values are used. Left to right: Color blend values of 0.0, 0.5, and 1.0.
RGB Radius In many materials, some colors of
light scatter farther than others. For example,
in pale skin, red light scatters farthest, green
scatters about half as far as red light, and
blue scatters about a quarter as far as red light.
These settings let you define the relative scatter-
ing distances for red, blue, and green light.
and back of the model. Increasing the back
scattering weight causes light to scatter through
thin parts of the model more noticeably, which
is often desirable. Setting the front value to 0
causes the material to scatter no light from the
front of the surface, making it black for all but
back scattered light, as shown in Figure 12-18.
(This is sometimes useful in node material
setups.)
Blend (Color/Texture) These settings determine
how much the scattering color and diffuse tex-
ture spread out. I generally set both of these
very low, if not to 0, because the results are more
pleasing. High color blend values tend to cause
the scattering color to wash out any other col-
ors in the material (see Figure 12-17), and high
texture blend values cause the texture to look
blurr y.
Error This value determines the quality of the SSS
effect. Lower values give more accurate results
but at the cost of longer render times. The
default value is usually fine.
For the Bat Creature, I set the SSS settings
as shown in Figure 12-19. I set the scale relative
to the size of the creature, which I created at
a 1m = 1 Blender unit scale, and chose teal for
the scattering color, which together with a color
Scattering Weight (Front/Back) This adjusts the
relative amount of scattering from the front
Figure 12-18: Front and back scattering. Left to right: Front scattering only, front and back scattering, and back scattering only.
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