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PBR Single Scatter VOP node

Creates a Single Subsurface Scatter BSDF.

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Models SSS illumination using single scattering.

Inputs

label

The component label to associate with this BSDF.

mfp

Scatter Distance. How quickly the light intensity decreases as it scatters. Larger values will make the material more transmissive.

sssclr

Subsurface Color. The color the surface will tend toward in unlit areas. This value adjusts the density so that the color components with higher attenuation color values will scatter light at longer distances, while color components with a low attenuation color will scatter at shorter distances.

g

Scattering Phase. Controls the nature of the scattering. Positive values give forward scattering, 0 gives isotropic scattering, and negative values give backscattering. Range is -1 (full backscattering) to 1 (full forward scattering).

The value depends on the type of material you are trying to model. For example, skin is highly forward scattering, while marble is backscattering.

eta

Relative IOR. Ratio of index of refraction of surrounding medium over the surface medium (the physical material the shader is simulating the look of).

color

Base Color. This is the dominant color that will appear in lit areas of the surface.

Outputs

bsdf

The PBR BSDF.

See also

VOP nodes