Using Translucent Shadow Maps for SkinShader

Hey folks!

I am currently working on a custom Skin Shader. Thereby I am using the awesome pre-existing Unreal Skin Shader Model as guidance.

Thereby the documentation on subsurface shading models has been a great help as well!

For the personal project I am working on however, I would like to add a feature, that allows light to travel through a whole mesh as presented in Nvidia’s GPU Gems 3: Chapter 14. Advanced Techniques for Realistic Real-Time Skin Rendering

Nvidia proposes a modified version of Translucent Shadow Maps for that purpose. Nonetheless there are a couple of drawbacks using that approach, as Nvidia points it out. Because of that I would love to get some information on whether and how the development team of Unreal has tackled that specific problem. In other words how does the Unreal Skin Shader approximate light traveling through a mesh?

I appreciate any information on that topic, many thanks in advance.

With kind regards!