Virtual Dictionary
SSS
SSS or subsurface scattering, is a method of handling light that is halfway between polygon rendering and volumetric rendering. In essence, it assumes that any given object is slightly translucent. This translucence is used as a depth calculation. Raycast or raytraced light beams striking the surface of a polygon do not immediately bounce off if the object is reflective. Instead, they continue on very slightly inside the polygon, using the degree of translucency as a guide to how far to penetrate.
Once the target depth is reached, the beam reflects as normal, obeying the rules of diffuse reflection or specular reflection, depending on the settings for that object. It then leaves the object back into the scene, from a point fractionally below the surface of that object. This effect lends considerable realism to a scene, as shadows and dark areas alter depending on the material the object is seemingly constructed from.
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