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Version: 10.0

Subsurface Scattering

Subsurface Scattering is a lighting effect that simulates how light can penetrate a translucent surface and exit at a potentially different point. This allows you to have the effect where thin parts of flesh get tinted red when a light (such as a flashlight) is behind them.

Brief demonstration of basic Subsurface Scattering effect using a relatively bright Realtime Light Source.

Subsurface Color​

Type
Color
Default
#FF0000

The main color that will be used for the Subsurface Scattering effect.

Color & Thickness​

Type
Texture Slot
Accepts
Color texturesRGB On

Texture to use for the Subsurface Color and Thickness Map.

Packed Maps Slots​

RGB Color​

Type
Texture Slot
Accepts
Color texturesRGB On

The RGB Color defines where on the UV to use color to use for Subsurface Scattering. If empty, Subsurface Color will be used instead.

A Thickness​

Type
Texture Slot
Accepts
Color texturesRGB On

The A Thickness defines where the effect should come out and scatter on surfaces.

Thickness Mod​

Type
Float
Range
-1to1

Amount to add or subtract to the Thickness modifier of the scattering.

Light Strength​

Type
Float
Range
0to1

Strength of the scattered light on the surface. Higher values will yield brighter intensity.

Light Spread​

Type
Float
Range
1to100

How much to spread the light on the surface.

Light Distortion​

Type
Float
Range
0to1

How much to distort the lighting on the surface.

Light Color Mix​

Type
Float
Range
0to1

How much to blend the lighting with the Base Color (Main Texture) of your Material.

Base Color Mix​

Type
Float
Range
0to1

How much to blend the Subsurface Scattering with the Base Color (Main Texture) of your Material.

Shadow Strength​

Type
Float
Range
0to1

Sets the intensity of shadows in Subsurface Scattering.

Global Masks​

Apply From Global Mask​

Type
Dropdown
Options
Off1R1G1B1A2R2G2B2A3R3G3B3A4R4G4B4A

Select which Global Mask to apply directly onto Subsurface Scattering.