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.
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.