The misss_physical shader performs three kinds of calculations which can be used together or independently, as described here:
This is the shader declaration:
declare shader
"misss_physical" (
color "material",
color "transmission",
scalar "ior",
vector "absorption_coeff",
vector "scattering_coeff",
scalar "scale_conversion",
scalar "scattering_anisotropy",
scalar "depth",
integer "max_samples",
integer "max_photons",
scalar "max_radius",
boolean "approx_diffusion",
boolean "approx_single_scatter",
boolean "approx_multiple_scatter",
array light "lights"
integer "mode"
)
version 4
apply material, photon
end declare
This shader integrates subsurface scattering seamlessly into mental ray, and supports these features:
The shader must be used both as material and photon shader. Otherwise use the following phenomenon.
This is a Phenomenon that allows the user to avoid setting up shading graph connections both to the material and photon slots. It has the same characteristics of the misss_physical.
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