V-Ray AlSurface Material provides a suite of shaders, procedural textures and utility nodes that forms a complete, production-oriented SSS shader.

General

SSS Density Scale – A multiplier on the scale of the object. This simply multiplies down the Distance values below, but can be used to adapt materials from scenes of one scale to another without changing the look. Higher values mean a larger, or less scattery object. Lower values mean smaller or more scattery object. The density scale acts as a multiplier (well, divisor) on the distance parameters, so it’s useful for globally adapting the shader to the size of your object. Normally, SSS will take the scene units into account when calculating the subsurface scattering effect. However, if the scene was not modelled to scale, this parameter can be used to adjust the effect.

Opacity – Opacity of the material. In the vast majority of cases, if you want to see through your material you should be using transmission. Opacity can be useful for doing cut out effects such as a leaf texture on a card.

Map – here an image texture or shader can be defined.

Diffuse

The diffuse sits underneath Reflection and so its intensity is scaled according to the Fresnel transmission of both the Reflections.

Diffuse – Color of the diffuse reflection.

Map – here an image texture or shader can be defined.

Diffuse Strength – Multiplier on the intensity of the diffuse reflection.

Map – here an image texture or shader can be defined.

SSS Mix – How much to mix SSS in with the diffuse. 0 means no SSS, full diffuse. 1 means full SSS no diffuse.

Map – here an image texture or shader can be defined.

SSS Mode – Algorithm to use for SSS calculation. cubic is the standard Arnold SSS. The diffusion and directional modes both take longer to calculate but preserve detail much better than the cubic. directional also includes a single-scattering approximation for a more realistic result with even more detail.

SSS

The Subsurface scattering layer represents light that has entered the material and been scattered and absorbed such that it diffuses through the material. The SSS lobe has 3 layers that can be used to define a more complex shape to the scattering falloff, and can be thought of like layers within a more complex scattering material such as skin. The weights of the individual layers are normalized before use, and the order of them does not matter. The SSS Layer underneath both Reflection Layers and so its intensity is scaled according to the Fresnel transmission of both the Reflection Layers.

Color – The scatter color of the layer. This is the color the light will tend to the further it travels through the material, e.g. reddish for skin.

Map – here an image texture or shader can be defined.

Weight – The weight of the layer. Larger values relative to the other layers will cause more of this layer to be present in the result.

Map – here an image texture or shader can be defined.

Radius – You can use the Radius to pick out finer details in the figurine models, smaller value will give you more details.

Map – here an image texture or shader can be defined.

Reflection

Reflection (glossy) layers represent light that is reflected immediately at the boundary of the surface. The Reflection Layer 1 for example sits on top of all the others and so both receives all the light and attenuates the light reaching all other lobes. It can be used either as the primary specular for the material, or as a clear coat layer on top.

Strength – Multiplier on the intensity of the specular reflection.

Map – here an image texture or shader can be defined.

Roughness – The roughness of the specular reflection. Lower numbers produce sharper reflections, higher numbers produce blurrier reflections.

Map – here an image texture or shader can be defined.

IOR – The index of refraction for the dielectric fresnel mode.

Map – here an image texture or shader can be defined.

Distribution – Selects the distribution to use for this Reflection Layer. GGX matches better to empirical data, and will become the only distribution in a later version.

Bump

Bump Layer can be used to layer bump over material in an efficient manner. It can be used to create more complex materials.

Bump Map – here an image texture or shader can be defined.

Amount –  the amount of bump. A value of 0.0 means the object will appear unchanged. Higher values produce a greater bump effect. Intensity of the bump is sets in really world units, thous units are taken from the c4d units of the file, if you change the units there also the bump size changes accordingly. Bump amount value can`t be negative.

Example: SSS Density Scale

Directional mode. Density scale set to 0.2

Directional mode. Density scale set to 1.0

Directional mode. Density scale set to 4.0

Example: Diffuse

Diffuse set to blue

Diffuse set to red

Diffuse set to green

Example: Diffuse Strength

Diffuse Strength set to 0

Diffuse Strength set to 0.5

Diffuse Strength set to 1

Example: SSS Mix

SSS Mix set to 0

SSS Mix set to 0.5

SSS Mix set to 1

Example: SSS Mode

SSS Mode set to Directional

SSS Mode set to Duffusion

Example: Reflection Color

Color set to green

Color set to blue

Color set to red

Example: Reflection Strength

Reflection Strength at 0.0

Reflection Strength at 0.5

Reflection Strength at 1.0

Example: Reflection Roughness

Roughness at 0.0

Roughness at 0.3

Roughness at 0.7

Example: Reflection IOR

IOR set to 1.35

IOR set to 1.5

IOR set to 2.4

Example: Reflection Distribution

Distribution set to beckmann

Distribution set to GGX