Subsurface
Scattering Shader
次表面散射着色器
Basic 基础Shader 着色器Multiple 多个Single 单身Advanced 高级Lights 灯光Subsurface Scattering Shader
次表面散射着色器
Subsurface Scattering (in the following referred to as SSS) is an effect in which light penetrates slightly transparent surfaces, which then virtually transport, scatter and - in part or entirely - absorb and color the light. With slightly transparent is meant every material through which light can pass, however slightly. This includes more materials than you might think. Such materials include porcelain, marble, skin, milk or various plastics, just to name a few.
次表面散射效果是指光线穿透稍微透明的表面,然后虚拟地传输、散射和部分或全部吸收并给光线着色。稍微透明意味着光线可以通过的每一种材质,无论多么微小。这包括了比你想象的更多的材质。这些材质包括瓷器、大理石、皮肤、牛奶或各种塑料等等。
The SSS Shader is most effectively applied in the Luminance channel.
SSS 着色器最有效地应用于亮度通道。
Standard and Physikalischer Renderer
标准和重要的渲染器
SSS also works in conjunction with GI, i.e.,light that GI casts onto an SSS object will be included in the calculation. On the other hand, light that is generated by a SSS will only be recognized by other objects when in QMCGI Mode.
SSS 也与 GI 一起工作,也就是说,GI 投射到 SSS 对象上的光将包括在计算中。另一方面,由 SSS 产生的光只有在 QMCGI 模式下才能被其他物体识别。
Note also the Invert Direction option in the Ambient Occlusion shader; a very similar result can be achieved much faster - albeit without the correct effect.
还要注意在环境遮挡着色器中的反向方向选项; 一个非常类似的结果可以更快地实现——尽管没有正确的效果。