Transmission

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.


Parameters

NameTypeDescription
TintColor(RGB) Transmission color tint.
Transmission(RGB)Color Map(RGB) Colored transmission map.
WeightFloat [0-1]The global intensity of the transmission effect.
Shadow WeightFloat [0-1]How much the light shadow attenuates the transmission effect for double-sided materials.
Bump DistortionFloat [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.
FalloffFloat [1-x]Controls how wide/tight the angular falloff is for the transmission effect.

Appears On

Skin

SpeedTree

Transmission