Is there a way I can make light seep through unevenly with a subsurface scattering profile material?
These are the real world images of what I am looking to achieve:
The mug is quite thick and opaque yet the ceramics lets some of the light through.
Here is the bit where I'd like to recreate this effect in UE4:
This scene is dynamically lit. The material has subsurface scattering enabled and there definitely is some of that going on, especially noticeable when the scene is launched in the vxgi version of the engine, but it radiates the wood coloured glow uniformly and that isn't exactly what I am looking for. I'd grateful for any suggestions.
This is the material used:
Figured this out. There is an example in the Epic's Realistic Rendering scene. Apparently the geometry needs to be a plane, watertight volumes won't work.
It does work for watertight volumes. I just had subsurface colour set too dark.
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