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Copy file name to clipboardexpand all lines: src/doc/stdlib.md
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@@ -1506,14 +1506,11 @@ properties of the physically-based shading nodes of MaterialX v1.38
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: Normal vector of the surface point being shaded.
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`albedo`
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: Single-scattering albedo of the medium.
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`transmission_depth`
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: Distance travelled inside the medium by white light before its color becomes transmission_color by Beer's law. Given in scene length units, range [0,infinity). Together with transmission_color this determines the extinction coefficient of the medium.
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`transmission_color`
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: Desired color resulting from white light transmitted a distance of 'transmission_depth' through the medium. Together with transmission_depth this determines the extinction coefficient of the medium.
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: Effective albedo of the medium (after multiple scattering). The renderer is expected to invert this color to derive the appropriate single-scattering albedo that will produce this color for the average random walk.
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`radius`
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: Average distance travelled inside the medium per color channel. This is typically taken to be the mean-free path of the volume.
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`anisotropy`
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: Scattering anisotropy [-1,1]. Negative values give backwards scattering, positive values give forward scattering, and 0.0 gives uniform scattering.
Copy file name to clipboardexpand all lines: src/shaders/stdosl.h
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// Constructs a BSSRDF for subsurface scattering within a homogeneous medium.
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//
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// \param N Normal vector of the surface point being shaded.
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// \param albedo Single-scattering albedo of the medium.
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// \param transmission_depth Distance travelled inside the medium by white light before its color becomes transmission_color by Beer's law.
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// Given in scene length units, range [0,infinity). Together with transmission_color this determines the extinction
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// coefficient of the medium.
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// \param transmission_color Desired color resulting from white light transmitted a distance of 'transmission_depth' through the medium.
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// Together with transmission_depth this determines the extinction coefficient of the medium.
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// \param albedo Effective albedo of the medium (after multiple scattering). The renderer is expected to invert this color to derive the appropriate single-scattering albedo that will produce this color for the average random walk.
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// \param radius Average distance travelled inside the medium per color channel. This is typically taken to be the mean-free path of the volume.
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// \param anisotropy Scattering anisotropy [-1,1]. Negative values give backwards scattering, positive values give forward scattering,
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// and 0.0 gives uniform scattering.
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// \param label Optional string parameter to name this component. For use in AOVs / LPEs.
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