This page has been translated automatically.
UnigineEditor
Interface Overview
Assets Workflow
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Landscape Tool
Using Editor Tools for Specific Tasks
Extending Editor Functionality
FAQ
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
GUI
Double Precision Coordinates
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
Rendering-Related Classes
Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Subsurface Scattering

This section contains settings related to the Screen-Space Subsurface Scattering effect. This effect should be used to imitate human skin, wax, etc.

Notice
Do not forget to enable the SSSSS effect for a material.

Subsurface scattering settings

Subsurface Scattering Settings

Enabled Toggles the SSSSS effect on and off.
Diffuse Toggles the SSSSS calculation for diffuse lighting (directional lights) on and off.
Notice
Disable this option, when it is not needed, to save performance.
Ambient Toggles the SSSSS calculation for ambient lighting (environment) on and off.
Notice
Disable this option, when it is not needed, to save performance.
Quality Quality of the subsurface scattering:
  • Low — low quality.
  • Medium — medium quality.
  • High — high quality.
  • Ultra — ultra quality.
Quality = Low
Quality = Low
Quality = Ultra
Quality = Ultra
Resolution Resolution used for the subsurface scattering:
  • Half — half resolution.
  • Full — full resolution.
Radius The subsurface scattering multiplier: the higher the value, the deeper the light goes through the mesh.
Radius = 1
Radius = 1
Radius = 0.2
Radius = 0.2
Color The subsurface scattering color. If the SSS color is the same as the color of the material, the SSS won't take an effect.
Threshold Min Threshold for material's Translucent parameter equal to 0 (minimum tranclucency).
Threshold Max Threshold for material's Translucent parameter equal to 1 (maximum tranclucency).
Noise Ray Intensity of the ray noise used for SSSSS calculation to reduce banding artifacts of tracing: higher values make banding less visible.
Noise Step Intensity of the step noise used for SSSSS calculation to reduce banding artifacts of tracing: higher values make banding less visible.

Interleaved Rendering Options#

Enabled

Toggles interleaved rendering mode for the SSSSS effect on and off. This option enables rendering of the effect in only half or quarter of all pixels with subsequent reconstruction of neighboring pixels using the data from previous frames, significantly improving performance.

The effect is cumulative and works best with Temporal Filter (see below), which reduces ghosting and noise artifacts.

Samples Defines the number of pixels to be skipped when rendering the SSSSS effect with subsequent reconstruction of neighboring pixels using the data from previous frames:
  • 1 x 2 - half of all pixels is rendered skipping each second line
  • 2 x 2 - quarter of all pixels is rendered skipping each second line and row
Color Clamping Color clamping mode used to reduce ghosting effect: higher values increase clamping intensity, but may cause flickering (to reduce flickering you can choose High + Velocity). When disabled, translucency has a lag as it is several frames behind.

Temporal Filtering Options#

Fix Flicker Removes bright pixels by using the pixel brightness information from the previous frame. We recommend to enable this option for bright thin ropes, wires, and lines. However, when enabled, may produce artifacts by removing small bright objects.
Notice
Can be controlled by render_sssss_taa_fix_flicker console command.
Frames By Color Toggles accumulation of a variable number of frames over time depending on the pixel color difference between the current and previous frames on and off. If the pixel color in the current frame differs from the pixel color of the previous frame a lot, these frames aren't combined and blended during TAA. When enabled the image becomes more sharp but it may produce additional flickering, thin objects may be blurred (e.g. grass, metal structures, wires, etc.). Disabling this option may result in more noticeable ghosting effect.
Notice
Can be controlled by render_sssss_taa_frames_by_color console command.
Fix Blur Toggles Catmull-Rom resampling on and off. The option allows you to reduce image blurring when the camera moves forward/backward. It is recommended to disable resampling at low settings.
Notice
Can be controlled by render_sssss_taa_catmull_resampling console command.
Antialiasing In Motion Toggles improved anti-aliasing in motion (for moving camera and objects) on and off.
Notice
Can be controlled by render_sssss_taa_antialiasing_in_motion console command.
Preserve Details Controls the TAA detail level: the higher the value, the more detailed the image is. At the value of 0, the image becomes blurred when moving the camera, however, the TAA effect is better. At high values, this option may produce additional flickering. Thus, to improve the anti-aliasing effect, you can decrease the value; to minimize blurring — increase it.
Notice
Can be controlled by render_sssss_taa_preserve_details console command.
Frame Count Specifies the number of frames that are combined and blended during TAA calculation. The higher the value, the more frames are combined into the final image and the better anti-aliasing is.
Notice

Frames By Velocity

Enabled Toggles accumulaton of a variable number of frames over time depending on the pixel velocity difference between the current and previous frames on and off. Reprojection of pixels of the previous frame is performed taking into account the velocity buffer and the result is combined with pixels of the current frame. This option reduces blurring and ghosting in dynamic scenes with a lot of moving objects.
Notice
Can be controlled by render_sssss_taa_frames_by_velocity console command.
Threshold Specifies the threshold value defining sensitivity to velocity change (velocity threshold at which pixels are treated as fast moving).
Max Frame Count Sets the number of frames combined and blended for pixels that don't move relative to the screen space.
Min Frame Count Sets the number of frames combined and blended for fast moving pixels on the screen.

Translucency Options#

Translucent Color The color multiplier for the albedo color of translucent materials.

Last update: 2019-12-25
Build: ()