Sigma

Sigma

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.

Edit Panel

Diffuse Color (Color)

The surface color

Diffuse Weight (Scalar)

Controls the strength of the diffuse color


Specular Color

The color of specular highlights

Specular Weight

Controls the strength of the Specular Color

Roughness (Scalar)

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.


Scattering Color

The Subsurface color

Scattering Weight

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.