I have a model with wildly different levels of translucency, some of it needs to be pretty thick/relatively opaque so that interior elements don’t show through, but in other areas, I’d like the shader to be as close to transparent as possible - Then I can remap the values as needed to dial it in.
In an effort to get clinical, I’d like to add 1, then multiply the 0-1 range of a bitmap in the scatter radius attribute of the Vray Fast SSS2 shader. Maybe there is a better way to do this, but I am having a hard time verifying the numbers being piped in. At first, I thought I might pipe the value into Self-Illumination and sample the RGB values, but come to find that Self Illum is clamped at 1.
I tried an unclamped color AOV but this doesn’t do it either.
Is there an way to check the values piping into the Scatter Radius attribute? It would be great if I could know how many centimeters the scattering is on certain parts of the mesh, based on the bitmap I’ve painted, rather than guessing by eye.