How can I accomplish proper translucency for wax?
Ok. I have been trying to accomplish this for a few weeks now.
The set up is, I am trying to identify the best approach to lighting for transparency. From the image below I've tried lighting from a particle (affecting translucency) versus dropping a point light over the surface to be lit. Also, I'm not getting the subsurface effect I am after.
The candle model itself has varying thickness's which I would expect the light to transmit accordingly through the thickness. But, I read in the docs that opacity now is used as a thickness indicator. Do I need to paint a custom map to identify the proper thickness's??
Also, the scale of the "wax" is off. Too much scattering is happening. Is there a place to set the scale for hte translucency calculations?
Lastly, the thin walls of the wax ball look like they are getting clipped, like it is not depth tracing. Maybe this is a limitation I'm not aware of.
Cool. It's a lot to ask, I'm just flat out not understanding why this is looking so crummy.
It needs to be Opaque and SSS, not Translucent.
answered Nov 14 '14 at 02:54 PM
I think an actual texture with some wax details helps enhance the look of the wax.
a normal map will further enhance that effect ofcourse. So far what you have been doing looks fine, perhaps you hit the current limitations of SSS? https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/LightingModels/SubSurface/index.html
answered Nov 14 '14 at 02:29 PM
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