Adds a node that breaks a 'SubsurfaceProfileStruct' into its member fields
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Subsurface Profile Struct
Subsurface Profile Struct Structure (by ref)
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Surface Albedo
Linear Color Structure
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It should match The base color of the corresponding material as much as possible. |
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Mean Free Path Color
Linear Color Structure
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Controls how far light goes into the subsurface in the Red, Green and Blue channel. It is scaled by Mean Free path distance. |
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Mean Free Path Distance
Float
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Subsurface mean free path distance in world/unreal units (cm) |
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World Unit Scale
Float
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Control the scale of world/unreal units (cm) |
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Enable Burley
Boolean
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Effective only when Burley subsurface scattering is enabled in cmd. |
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Scatter Radius
Float
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in world/unreal units (cm) |
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Subsurface Color
Linear Color Structure
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Specifies the how much of the diffuse light gets into the material, can be seen as a per-channel mix factor between the original image, and the SSS-filtered image (called "strength" in SeparableSSS, default there: 0.48, 0.41, 0.28) |
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Falloff Color
Linear Color Structure
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defines the per-channel falloff of the gradients produced by the subsurface scattering events, can be used to fine tune the color of the gradients (called "falloff" in SeparableSSS, default there: 1, 0.37, 0.3) |
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Boundary Color Bleed
Linear Color Structure
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Boundary Color Bleed |
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Extinction Scale
Float
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Extinction Scale |
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Normal Scale
Float
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Normal Scale |
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Scattering Distribution
Float
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Scattering Distribution |
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IOR
Float
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IOR |
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Roughness 0
Float
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Roughness 0 |
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Roughness 1
Float
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Roughness 1 |
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Lobe Mix
Float
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Lobe Mix |
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Transmission Tint Color
Linear Color Structure
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Transmission tint control. It is multiplied on the transmission results. Works only when Burley is enabled. |