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manual/render/eevee/screen_space_effects/subsurface_scattering.rst
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| Subsurface Scattering | Subsurface Scattering | ||||
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| This effect mimic real subsurface scattering by blurring the diffuse lighting in screen space. | This effect mimics real subsurface scattering by blurring the diffuse lighting in screen space. | ||||
| .. admonition:: Reference | .. admonition:: Reference | ||||
| :class: refbox | :class: refbox | ||||
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| Number of samples to compute the scattering effect. | Number of samples to compute the scattering effect. | ||||
| Jitter Threshold | Jitter Threshold | ||||
| For the effect to be efficient, samples needs to be coherent and not random. | For the effect to be efficient, samples need to be coherent and not random. | ||||
| This can lead to cross shaped pattern when the scattering radius is high. | This can lead to a cross shaped pattern when the scattering radius is high. | ||||
| Increasing the Jitter Threshold will rotate the samples below | Increasing the Jitter Threshold will rotate the samples below this radius percentage | ||||
| this radius percentage in a random pattern in order to hide the visible pattern. | in a random pattern in order to hide the visible pattern. | ||||
| This affects performance if the scattering radius is large. | This affects performance if the scattering radius is large. | ||||
| Separate Albedo | Separate Albedo | ||||
| Output the albedo of a BSSRDF in a separate buffer in order to not blur it. | Output the albedo of a BSSRDF in a separate buffer in order to not blur it. | ||||
| The *Texture Blur* parameter require this option to be enable to work correctly. | The *Texture Blur* parameter requires this option to be enabled to work correctly. | ||||
| This option increases the video memory usage but does not have a big impact on performance. | This option increases video memory usage but does not have a big impact on performance. | ||||
| Subsurface Translucency | Subsurface Translucency | ||||
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| ======================= | ======================= | ||||
| The Subsurface Translucency option needs to be enabled in order to make the light go through an object | The Subsurface Translucency option needs to be enabled in order to make the light go through an object | ||||
| (like simulating a human ear lit from behind). | (such as simulating a human ear lit from behind). | ||||
| - This option does only work if *Subsurface Scattering* is enabled. | - This option only works if *Subsurface Scattering* is enabled. | ||||
| - This option only works with shadowed light and does not work with indirect lighting. | - This option only works with shadowed lighting and does not work with indirect lighting. | ||||
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