![]() From what I understand, Designer is a tool to create materials, and UE4 already has its material editor. Notice how as the Value of the color is adjusted from Red to Black, the amount of Subsurface scattering influence is affected.I am interested in the other two products they have (Painter and Bitmap2Material), so I’m considering buying the full indie pack (which also includes Designer).īut I’m confused about its usefulness. Here is an example of adjusting the value in real time. If you do the opposite of this, adjusting the Value slider in the Color Picker so that it is now in the White, you will re-enable Subsurface Scattering like in the example below. While you can adjust the amount of Subsurface scattering that happens via the Opacity input, you can also adjust this using the Value slider in the Color Picker.įor example, setting the Opacity to a value of 1.0 and setting the Subsurface Colors Value from White to Black will effectively turn off Subsurface Scattering like in the example below. To get completely rid of the effect, you are also going to have to adjust the Value of the Subsurface Color (More on this in the Subsurface Color Value section below.) Subsurface Color Value While the Opacity does help to get rid of a lot of the scattered light, you might notice that there is still some Subsurface scattering happening. When completed, you should have something that looks like the following. Once the Spotlight has been added, enter the following values. ![]() You can add a Spotlight to the screen just like a Point light. The Spotlight is located just under the Point Light in the Lights section of the Modes panel. Once added to the scene, select the light by clicking on it with the Left Mouse Button. Once the Point Light is located, you can add one to the screen by first selecting it with the Left Mouse Button and then with the Left Mouse Button still held down dragging the Point Light into the scene and releasing the Left Mouse Button to add it. To add a Point Light to the scene, we first need to find the Point Light which is in the Modes menu under the Lights option. The first light that we are going to add is a Point Light. With the new level created, we need to now add some lights so that we can test how our Subsurface Material will look. Once your mouse is over the input you want to use, release the Left Mouse Button to connect. Keep dragging to the Right with the Left Mouse Button still held until you come to the input you want to use on the Main Material node. With the Left Mouse Button still held down, drag to the Right and the connection wire will appear. To wire a node to the main Material node, use the Left Mouse Button to click on the White Circle that is on the Right Side of the node. Once the Material Nodes have been named and filled in with the correct data, it is then time to connect the Material nodes to the Main Material Node. ![]() ![]() The names and default values for the nodes are as follows. The reason that we are using Parameter Material nodes instead of regular Material nodes is so that we can make a Material Instance out of this Material for easier tweaking inside the editor.īefore we start to connect the nodes, we first need to name them as well as set default values for them. Now with the Material open, we need to change the Material's Shading Model from Default Lit to Subsurface. Next, open up the Material by Double-Clicking on it with the Left Mouse Button. When completed, your Content Browser should look like this. For this example, the Material will be named MAT_Subsurface_00. Once created, make sure that you name the Material. The following How To guide will walk you through all you need to know about how to use Subsurface scattering in your Materials.Įnabling a Material to use the Subsurface shading model can be done a few steps.įirst create a new Material by Right-Clicking in the Content Browser and then selecting Material from the Create Basic Asset list. Unreal Engine 4 (UE4) offers a special Shading Model called Subsurface that is used specifically for materials that need this interaction like skin or wax. Subsurface scattering is the term used to describe the lighting phenomenon where light scatters as it passes through a translucent / semi translucent surface. Using a Texture as a Subsurface Influence Mask ![]()
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