次表面散射

This effect mimics real subsurface scattering by blurring the diffuse lighting in screen space.

参考

面板:渲染 ‣ 次表面散射
采样
用于计算散射效果的采样数量。
抖动效果阈值
For the effect to be efficient, samples need to be coherent and not random. This can lead to a cross shaped pattern when the scattering radius is high. Increasing the Jitter Threshold will rotate the samples below this radius percentage in a random pattern in order to hide the visible pattern. This affects performance if the scattering radius is large.
分离Albedo<反射率层>
Output the albedo of a BSSRDF in a separate buffer in order to not blur it. The Texture Blur parameter requires this option to be enabled to work correctly. This option increases video memory usage but does not have a big impact on performance.

次表面半透明度

开启次表面半透明度选项用于实现光线透过物体表面的效果(类似模拟人耳背面透光)。

此选项仅在附有阴影的光照环境中生效,且无法作用于间接光照。

See also

Limitations.