Description
This material pack contains an implementation of my original subsurface-scattering approximation method for UE4, which is named Sphere-Probe Subsurface Scattering Approximation. Just similar to the idea of light probe, an arbitrary geometry can be firstly mapped to a sphere, and then the subsurface scattering is approximated on the spherical shape based on the volumetric scattering theory. Hence, for a sphere object, the result is almost physically accurate, except for some simplifications to reduce the computational workloads. For other geometries, the effect is approximated. As the computing consumption of this method is not heavy, it is suitable for conveying the visual perceptions of jade and skin materials on mobile devices.
Technical Details
Features:
Texture Resolutions: NA, just for place holding
Number of Materials: 2 material templates, which can be modified to produce customized materials
Do Materials derive from a Master Material with instances as variation: Yes
Number of Textures: 1 default normal map as the place holder
Number of Blueprint: 2 Blueprint for capturing the main light information, 1 of which includes global lighting parameter setting
Supported Development Platforms: Windows
Supported Target Build Platforms: iOS, Android, Windows, MacOS, and HTML5
Documentation: None (currently)
Important/Additional Notes: – basic workflow:
Supported Engine Versions
4.21 – 4.27, 5.0 – 5.3