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5.7. SSS

 
The material adds Subsurface Scattering (SSS) to the child material.
 
Dali Renderer uses full stochastic SSS Monte Carlo calculation. Every material using SSS must be bounded by a closed surface. All texture maps are sampled only on this surface and further calculations inside the material use these values. This is different from Dali Volumetric, which samples the data internally as well.
SSS is a simplified and fast version of the algorithm.
However, surfaces with SSS can be nested. Internal materials with SSS will replace external ones, their parameters will not be combined.
If the SSS is emissive, then it will not be converted to an emitter. This can result in more noise than with the Dali Volumetric.
 
The basic principle of light propagation in a material:
It is assumed that the material consists of a large number of small particles. A beam of light flies between particles until it collides with one of them. This distance on average determines the depth of penetration of the beam into the material. After a collision, the light can be absorbed by the particle (absorption), or it can be re-emitted in a new direction (scattering). In addition, a particle can emit its own light (emission). If a beam of light (many photons) goes through the material, then some of them will fly through, and some will not. For a beam of light that has passed through, this will be a change in its hue. Therefore, it is appropriate to speak of absorption in terms of hue and the distance at which that hue will be obtained from initially white light.