This feature controls a pseudo-subsurface scattering effect via a Transmission map to model things like skin, wax, foliage, marble, paper, etc.
NOTE: Metallic materials can't transmit light. So be sure that areas that must transmit light are set to zero metallic.
|Tint||Color||(RGB) Transmission color tint.|
|Transmission(RGB)||Color Map||(RGB) Colored transmission map.|
|Weight||Float [0-1]||The global intensity of the transmission effect.|
|Shadow Weight||Float [0-1]||How much the light shadow attenuates the transmission effect for double-sided materials.|
|Bump Distortion||Float [0-1]||Controls the influence of the normal map on the transmission effect. A low bump distortion will result in a more even, geo-driven look, while a high bump distortion will result in a far more contrasty look.|
|Falloff||Float [1-x]||Controls how wide/tight the angular falloff is for the transmission effect.|