While going through my copy of Physically Based Rendering for the millionth time, I remembered that there is a nice utility function called GetVolumeScatteringProperties(). This function has access to a nice library of measured data from previous papers. The valid names are listed in core/volume.cpp, but for easier lookup they are also listed below.
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Abstract:Many real world materials exhibit complex subsurface scattering of light. This internal light interaction creates the perception of translucency for the human visual system. Translucent materials and simulation of the subsurface scattering of light has become an expected necessity for generating warmth and realism in computer generated imagery. The light transport within heterogenous materials, such as marble, has proved challenging to model and render.
In the hypershade check the Mental Ray Nodes button. Click on materials and create a mib_illum_lambert. In the attribute editor adjust the settings as seen below:
Back in the hypershade scroll down and click to expand Textures. Create a mib_amb_occlusion and in the attributes, increase the Samples. For this example I will be using 90.