You can edit Subsurface Profiles by Double-clicking on them with the Left Mouse Button in the Content Browser to open it up. Then select the Materials & Textures option and then select the Subsurface Profile option. To create a Subsurface Profile, first Right-click inside of the Content Browser.
In the following section, we will take a look at each of these ways. There are many different ways of using Sub Surface profiles in UE4. Subsurface Profile data can also be tweaked interactively, meaning that you do not need to re-compile the material to see the results of edits. This data can then be applied to a Subsurface Material. The data is intended to be authored by artists and controls the distance the light in the Subsurface should scatter, the color of the Subsurface, and the falloff color of the light once it has exited the object. The Subsurface Scattering Profile data is an asset that can be created, shared, and saved in the Content Browser.
Special thanks to Lee Perry-Smith and his company Infinite Realities for their assistance with this documentation, also for providing the 3D scanned head model. In the following document will cover what Subsurface Profiles are and how you can use them in your work. This is because screen space rendering is a more effective to display the subtle subsurface effects seen in human skin, where backscattering is a secondary effect only seen in few cases, such as ears.
The Subsurface Profile shading method is similar to the Subsurface method, but with a fundamental difference in how it renders: Subsurface Profile is based in screen space.
Unreal engine 4 models skin#
Unreal Engine 4 (UE4) now offers a specific shading method for rendering realistic skin or wax surfaces, which is called Subsurface Profile shading. Enabling, Creating, and Using a Subsurface Profile