
Voluminance calculates the amount of light each vertex receives taking into account the distance traveled inside a mesh. A longer distance traveled inside means more of the light got absorbed resulting in a darker vertex color.
To view the result in the viewport enable the 'VertexColor channel display" in the object's properties dialog. For rendering you can you use the vertexcolor-map to drive material parameters.
Basically this is a very quick way of getting a sub surface scattering look and feel that renders in seconds.
By Jonathan de Blok · 2015-04-28
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vusta · 2015-04-28
Alaa alnahlawi · 2015-04-28