SSS-type material for RS3D V4.5 SP1 Load as a project, untick replace. Slap the material on an object, use the post image and render setting. Options: Surface Color Std. surface color Surface Transparency Surface Filter transparency, defines the volume's color. Volume Sampling Std. Volume sampling, set to a higher value if you need accurate shadows inside the volume. Volume Thickness The higher the value, the faster the material absorbs light. RayCount: More rays->less grain Volume illumination Disabled Unticking this lets you define volume illumination with the curve based on dotproduct(volume : ray, light : ray) In other words, giving the curve a high value around -1 illuminates the volume strongly when backlit. Tips -For reflection visibility, change surface finishing->if(recursion) to a higher value (default 1.01) and add traced ray : illumination += (traced ray : SSS_ish_Diffuse) to your reflective material's secondary ray -You can bundle the shader's output with GI to save in post fx render times (one blur instead of two): change the raytracer-object's output to 'diffuse'. You'll need to boost the volume color a bit though, as it is now multiplied with surface color -_Don't_ use this on an object that has transparency>0... New in this here finest of the fine release: A new, shiny sample project. 2004-06-18 Timo "Did I really do this shit ?" Mikkolainen