Subsurface scattering component
Subsurface scattering is necessary for the rendering of materials such as skin and flesh. If subsurface scattering is not used, the material may look unnatural, like plastic or metal.
Subsurface scattering works by simulating how light penetrates a translucent surface like a grape for instance, and is absorbed and scattered and exits the surface at a different location. When light rays are traveling and hit a surface there are many different things that occur all at once. Some of the light is going to be reflected off, giving specular light.
However, with certain materials that have a level of translucency some of the light rays are actually going to be absorbed into the surface. Once inside, the light rays will scatter all around and exit the surface at different locations, providing subsurface scattering.
The Animaze shader is capable of emulating skin and flesh, for a more natural look of the model.
Asset Requirements
scatter texture RGB:
Red channel – range of sub-surface scattering
0 value is for no subsurface scattering
255 max subsurface scattering. Should fade towards 0 on mapping seams and on solid details such as piercings/jewelry.
Green channel – direct light attenuation
0 means no direct light (only ambient and radiosity)
255 full direct light intensity.
Blue channel
0 value means that the amount of light bounces right off, it does not pass through the surface
255 max value means that the light scatters deep in the skin
The value should fade towards 0 on mapping seams and on solid details such as piercings/jewelry.
The UV maps must be unique within 0-1 range, and the materials mustn’t overlap.