A material node which uses subsurface scattering, which occurs when light partially passes through a surface, and is scattered within the object, then exits through a different location. Subsurface scattering is an important addition to 3D computer graphics for the realistic rendering of such materials as marble, skin, and milk and other real-world semi-transparent substances. The image above shows the LightWave logo with an additional bright Spherical light behind it.
Diffuse Color (Color)
The surface color
Diffuse Weight (Scalar)
Controls the strength of the diffuse color
The color of specular highlights
Controls the strength of the Specular Color
This setting is usually paired with Specularity and defines how tight the reflection will be. A high roughness will mean that the surface might be reflective but the reflection will be diffused and unrecognizable.
The Subsurface color
Controls the strength of the subsurface color
Distance X, Y, Z
The subsurface Scattering distance
Bump Height (Scalar)
Specifies the bump height or “amplitude” of the Bump directional vectors.