As 3D artists, we always strive for the perfect render. Understanding the way that light interacts with objects is critical for achieving photorealism. While some objects reflect most of the light, others absorb it and then let it pass through at different points, in a concept called subsurface scattering (SSS). In this article, we’ll explore the ins and outs of subsurface scattering and learn how it can be used in V-Ray to create realistic renders.
Subsurface scattering occurs when light passes through a translucent surface like a glass of milk or the leaves on a sunny morning, is absorbed, scattered, and re-emitted.
To better understand this concept, hold your hand up to the light, and you will notice a warm glow around it, illuminating your veins, pores, folds, and creases. Skin is one of the greatest examples of the SSS phenomenon, as less than 10% of the light is reflected directly off the surface, while the rest is scattered beneath the surface through subsurface scattering. In 3D graphics, if subsurface scattering is not applied, translucent objects like paper, wax, marble, and skin will look opaque and lack photorealism.
V-Ray offers a complete set of tools to render subsurface scattering. Let’s explore them below.
On one end of the spectrum, for those requiring the ultimate accuracy, the V-Ray Material, a physical SSS shader, includes a brute-force random walk approach that closely mimics real-world light behavior. This method is analogous to that found in the vrayScatterVolume shader and is well integrated with the rest of the shading layers in the material.
The various modes available in both shaders allow for great flexibility and resource budgeting, depending on the desired outcome—from thin liquids to dense alabaster, they can simulate it all with accuracy.
For quicker look development, with minor concessions to accuracy, V-Ray also offers the industry-renowned ALShader, a fast shader that is ideal for quickly setting up the simulation of skin and other such complex, multi-layered SSS materials. Also based on brute-force random walk, it offers directional and diffusion profiles to better suit the user's needs for looks and speed.
For these shaders to work at their best, the user must account for the full complement of lighting, global illumination, and ancillary geometry (e.g., seeds inside grapes).
Lastly, the vrayFastSSS shader uses the seminal Jensen approach to quick sub-surface scattering calculations. (Refer to Jensen's seminal paper from 2001). It doesn't require global illumination, nor does it take into account the geometry lying below the shader's surface, but it can compute very convincing approximations of subsurface scattering in thick liquids, plants, and greenery in general, and even distant characters.
Subsurface scattering can be broken down into different components based on how light interacts with the interior of a material. These interactions determine the softness, depth, color bleeding, light directionality, and translucency. While some materials are better suited for specific effects, you can experiment with all SSS components using just one type of material, like the skin on a human face pictured in the comparisons below.
Forward scattering occurs when light enters an object and continues moving in the same direction as the original light ray. This is typical for thin or lightly translucent materials like leaves and skin, allowing light to exit on the other side.
Back scattering occurs when light enters the surface of an object but is reflected back toward the direction it came from. It is more common in denser or more complex materials, where light bounces around chaotically beneath the surface. Picture the subtle softness on the lit side of human cheeks or the creamy look of yogurt.
Achieving SSS is not a single toggle or setting in V-Ray but rather an effect that emerges from a combination of material choice, object properties (i.e., thickness variation, thin parts, curvature), and lighting conditions. When you combine these elements, they define the behavior of different shaders in V-Ray.
In V-Ray, a shader is the material that governs these interactions. A shader determines how a material behaves. Below are several V-Ray shaders that can be used to simulate different subsurface scattering (SSS) effects along with their unique characteristics.
| Shader | Implementation | Characteristics |
|---|---|---|
| VRayMtl | 3ds Max, Maya, Blender, Cinema 4D, Rhino, SketchUp, Houdini, Revit |
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| VRayFastSSS2 | 3ds Max, Maya, Blender, Cinema 4D, Rhino, SketchUp |
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| VRayAlSurface | 3ds Max, Maya, Cinema 4D, Blender, Houdini |
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| VRayScatterVolume | 3ds Max, Blender, Cinema 4D |
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| VRay2SidedMtl | 3ds Max, Maya, Blender, Cinema 4D, Rhino, SketchUp, Houdini, Revit |
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An excellent example of SSS in action is the way backlit ears appear to glow in their thinner areas, revealing how light penetrates and scatters through these regions. Due to its ability to produce a remarkable level of realism, SSS often proves to be an invaluable technique for creating more detail in lifelike skin textures in digital portraiture and character design.
Another noticeable example of SSS is seen in lighting environments in which a strong directional backlight is used, while frontal lighting can diminish its visibility. This technique is commonly used in game rendering software to create immersive environments that draw players into the world, making them feel they are truly part of the game.
The technique is also in product visualization, particularly in advertising for cosmetics and food. SSS enhances the look of skin creams, lotions, and gels by giving them a soft, translucent quality that evokes richness and youth. When using 3D product design rendering software for visualizing food, SSS adds a high level of photorealism to items like candy, fresh fruit, and beverages of all sorts by simulating how light subtly scatters beneath their surfaces, making them appear more appetizing.
The Wooden Metropolis project not only serves as a great case study of SSS in V-Ray but also demonstrates the powerful social impact 3D visualization can convey. An advertisement for NGO Robin Wood, the project draws attention to the alarming rate of deforestation by addressing urbanization and highlighting that an area of woodland larger than New York City is lost every day. PX Group’s team relied on V-Ray's Fast SSS2 material to authentically replicate the appearance of fresh wood.
We began by looking at the tiniest piece of the puzzle: when a tree is split, the fresh splinters appear somewhat shiny, almost like porcelain or white chicken meat. On closer observation, reddish light gets scattered inside the splinter tips. In nature, this translucent effect is very subtle and most apparent when those splinters are lit from behind. We figured the most obvious shader to achieve this effect was V-Ray's Sub Surface Scattering material, fast SSS2.
Christian Sturm, 3D Artist
It’s important to remember that SSS may appear a bit off due to issues such as overlapping faces, solid objects that are not closed (holes, unwelded vertices), lack of thickness, and incorrect scaling. To prevent this from happening, try not to rush when working on a project. Ensure your geometry is clean by taking regular breaks, being observant, and fixing any object irregularities you spot.
Substance scattering is an excellent tool for adding an extra level of photorealism to your renders. It takes into account the physical properties of light and the way it interacts with each unique object, preventing them from looking plastic-like and creating a realistic representation of the scene’s surroundings. We encourage you to experiment and play around with the different shaders in V-Ray and explore which ones incorporate best into your workflow.
You should definitely use SSS, especially for translucent objects. It can help make a huge difference in creating realistic skin, wax, marble, liquids, foliage, and more.
Any semi-translucent material where scattered light diffuses inside — skin, wax, marble and jade, fruits, milk, juice, leaves are just some examples.
Use SSS for the right materials, and experiment with different shaders to see which one gets it just right.
Yes, but if used smartly, not by much. You can manage performance by using it selectively, and keeping in mind it’s a trade-off between time and quality.
SSS mimics how light interacts with real-world materials through scattering. Without SSS, materials lack depth and look artificial — skin looks plastic, wax looks flat, and characters, close-ups, and product shots lack photorealism.